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I tried really hard to do this, but it turns out the models don't care about your ideas and want to do what's popular in their training data, so they will happily ignore anything you try to force down their throats, especially as context length grows or if you hit compaction. So to make best use of the models steer them down familiar paths, mention common pattern and frameworks, use popular packages and languages that have the high median quality online. I started my project with a few simple interface definitions and a short design / architecture doc that I include in the AGENTS.md file, but no matter how hard I try all of the models just end up ignoring it and sprinkled new seeds of variants of the same stuff all over my code base, that with each new session grow new branches. |
For instance, a game engine written entirely in LuaJIT, but allocating almost all data structures using CFFI, a very unusual, custom object-orientation DSL I designed myself, and that uses SDL3's SDL_gpu library to do all rendering, a ton of GLSL 4.6 compute shaders cross compiled to SPIR-V and Metal (which constraints what GLSL can be written), and is a hybrid tile-oriented and 3D engine.
Another example is my Emacs-like live-modifiable image-based editor, again in LuaJIT+CFFI, with a kqueue+atomic lock-free ring buffer+pthread based actor model, each running a separate LuaJIT interpreter, with a custom advicing system, event bus, async/await implementation riding on the event bus, a custom process management and IO library, and testing via Tmux.
Even DeepSeek V4 Flash mostly does fine with this, once it's built a few memories in the memory system. Let alone something like DSv4-Pro or GLM 5.2. All I can say is skill issue.