What is the difference between AI assistance and vibecoding?
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Now that AI has significantly improved in this industry the past few weeks, I've been wondering what it means to use AI assistance vs vibecoding.
Before, it was genuinely due to AI not being competent enough to be vibecoded. I would treat AI as a google plus, allow it to handle small scoped functions i was too lazy to make but knew how to. a lot of data handling and data shaping too.
However, it seems AI has caught up to our industry. I don't know what the line is now between vibecoding and using AI as a tool.
ex. I just created a prompt for a system I want to design. I elaborate what the system should be designed as, the requirements, etc. All in a single prompt. I read the changes. This feels exactly like vibecoding. I no longer need to manually change a single line of code. The point of AI assistance is to have a fast workflow whilst not losing the plot, but i feel like vibecoding has reached this now?
I just want to get a feel for what the industry considers vibecoding, because it's genuinely destroying my identity as a programmer. but it is just so fast. each system is very disconnected, and i know the points where they intersect, so if one was built too rashly, i know to fix it. It's also good at catching its own bugs very well.I also think a huge reason is that half the game has been handcrafted, so i am still somewhat familiar with the codebase.
I just can't justify going back for my own ego, because I want this game to be commercial and on time. But I also dont want to create a product that is "vibecoded" due to said ego. Where is the line? How is everyone using AI for game development right now?
TLDR : existential crisis from vibecoding, i need a sanity check on what healthy AI tool use is in game development, for people who are making a commercial game with a deadline (sorry hobby chads).
Edit: thanks everyone, i cant respond to everyone but im reading each comment. i appreciate the insight, I'll be adopting some of the things you guys wrote.