106 karma · joined June 14, 2026
This I can agree with, and my perspective would be that we have theoretical solutions with no ergonomics, and rely on unproven (as in formally proven/validated) mechanisms. WASM + capability passing is enough, but the WASM layer is still built on an OS or runtime that is not proven and you'll have a heck of a time trying to build a product on it
I don't disagree with the point that a lot of software that isn't pressured to be shipped quickly still ends up following bad practices, but I don't think we can ignore that the quality issues in software aren't also found all over in many industries because of profit motives?
I think that LLMs actually cannot do this right now while people can?
Also there is a lot of defensive programming that has been left to application and runtime layers because of dated security models in our OS and permissions that are way too coarse. It's a lot easier to write a correct program when you don't have to check every path and do that perfectly when the permission system can ensure that no files that haven't been whitelisted cannot be read
Within the first couple of paragraphs and bullets it made a completely false claim that is the opposite of how the language operates, something any person that knows the essentials of it would know. Language Y was listed in the front page as an inspiration (and I don't doubt them) but clearly they either did not read the docs the LLM wrote or did not use the language for long enough to know it has zero structural typing
I had to accept this one too even for pretty simple things. I had an LLM wire up a neovim connection handler for me without bothering to read the libraries docs or neovims RPC spec and I completely regretted it. You would thing such a small piece would be fine but I couldn't work on it and had to rip it out and rewrite it, and reading the AIs reference code actually got me more confused than anything.
I've found the sweet spot for me is just writing code and promoting an AI whenever I have a question or if I'm not sure the code will do what I think. When I hit a point and I groan about doing something, if it's small and I understand what needs to happen already I will ask the LLM I've been prompting already to do it. Usually by that point it's already gotten enough context from the back and forth on my questions or me explaining assumptions it got wrong when reviewing my code.
"Voluntary" is not a word I would use to describe any agreement where one side is choosing between the deal and physical danger or potential death.
I don't think any one form is close to my thought and I can definitely say diagrams and code often sit closer to how I think about systems than language.
I also think articulation is also a separate skill. I've met brilliant people that weren't great writers but that doesn't stop them from designing and understanding or building complex things with great accuracy
I'm sure a lot of people now would feel odd if you gave them a 60Hz phone after high refresh has become so common, even if they don't pay conscious attention to that kind of stuff
Still glad I basically never have to debug a build issue or memory error again though
I just got C FFI working in my LLVM based language last night so I'll need to take a look at playing around with BCHS :)
This one is why I never stuck with unity. You were always either learning something that was going to be replaced, but the replacement never really came. Add on top a lack of CI friendliness (it might be different now but years ago it was clearly not designed to let you build projects from a CLI or script), install sizes, slow starts, still using a mono fork with patches instead of .NET core, etc I just couldn't stick with it
It feels like this really awkward place now where Godot is much nicer and faster for when you don't need all of the features that unity provides, while Unreal arguable offers more depth and features. The one thing Unity had going for it there was that .NET and reloading code was better than (in my limited experience with unreal) C++/blueprints
Godot hit this really nice sweet spot of consistent UX, complete enough features to get you by as an indie, and a clean enough codebase + design that I felt like if something was missing from the engine that adding it myself was reasonable (ie: at one point I was writing a raymarching based renderer for fun and adding it as a new render seemed like a reasonable project even solo)
I do think the ECS direction Unity started to go was a good call, and I actually did enjoy it, but after waiting for long enough I sort of just forgot about it at this point
Its fun playing around and seeing how much has stayed the same in desktops since then, and so far the most surprising thing to me was that a scrollable text area does not re-render the text as you move the scroll bar with your mouse
Totally makes sense that it wouldn't be worth the cycles back then, but its one of the few things that was actually surprising to me today