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by crq-yml
362 days ago
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I think it's healthy, because it creates an undercurrent against building a higher abstraction tower. That's been a major issue: we make the stack deeper and build more of a "Swiss Army Knife" language because it lets us address something local to us, and in exchange it creates a Conway's Law problem for someone else later when they have to decipher generational "lava layers" as the trends of the marketplace shift and one new thing is abandoned for another. The new way would be to build a disposable jig instead of a Swiss Army Knife: The LLM can be prompted into being enough of a DSL that you can stand up some placeholder code with it, supplemented with key elements that need a senior dev's touch. The resulting code will look primitive and behave in primitive ways, which at the outset creates a myriad of inconsistency, but is OK for maintenance over the long run: primitive code is easy to "harvest" into abstract code, the reverse is not so simple. |
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This article starts with "gaming" examples. Simplified to hell but "gaming".
How many games still look like they're done on a Gameboy because that's what the engine supports and it's too high level to customize?
How about the "big" engines, Unity and Unreal? Don't the games made with them kinda look similar?