Fair point on the contradiction. I don’t have the answers either.
Fair point on the contradiction. I don’t have the answers either.
I may be misunderstanding your earlier statement then. The moat here is the knowledge, or how would the next iteration of RL solve that?
> it’s just that it can and should be faster.
Not sure if "Make it faster" works, it sounds like "Make no mistakes" 2.0
brute forcing performance optimization for a personal project by having only handwavy tricks ive read about from online and repeatedly setting targets until the magic box gives me what i know it can do means that eventually the game did what i wanted with those. yes baked lighting was needed.
next, i an going to aim for 60fps on a windos xp box just for the challenge. we had quake and such run blisteringly fast on weaker boxes than those, surely my empty museum tour of a 3d game can do the same with the graphical voxel and crappy looking models it does now.
real pro grade work is beyond vibing out and not caring about poor quality. but it scratched my itch and gave me the computer software i wanted and with way less effort than doing it for realz would require. i love programming itself on its own time (going to learn nasm and someday do a hexagonal architecture with actor model in idris just to add up my nerd trophies together) at times, but using llms lets me do my random hairbrained ideas much more easily for what i put into it than not existing in the past.
These things are already figuring out how to use hidden message boards to pass information between themselves for long running tasks. I see no reason we wouldn't be able to automate the whole product life cycle eventually.