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Comment by furyofantares

3 days ago

I'm specifically talking about greenfield work. I do a lot of game prototypes, it definitely does that at the very beginning.

This is really interesting, because I do gamejams from time to time - and I try every time to make it work, but I'm still quite a lot faster doing stuff myself.

This is visible under extreme time pressure of producing a working game in 72 hours (our team scores consistenly top 100 in Ludum Dare which is a somewhat high standard).

We use a popular Unity game engine all LLMs have wealth of experience (as in game development in general), but the output is 80% so strangely "almost correct but not usable" that I cannot take the luxury of letting it figure it out, and use it as fancy autocomplete. And I also still check docs and Stackoverflow-style forums a lot, because of stuff it plainly mades up.

One of the reasons is maybe our game mechanics often is a bit off the beaten road, though the last game we made was literally a platformer with rope physics (LLM could not produce a good idea how to make stable and simple rope physics under our constraints codeable in 3 hours time).

Greenfield is still such a tiny percentage of all software work going on in the world though :/

  • It’s a tiny percentage of software work because the programming is slow, and setting up new projects is even slower.

    It’s been a majority of my projects for the past two months. Not because work changed, but because I’ve written a dozen tiny, personalised tools that I wouldn’t have written at all if I didn’t have Claude to do it.

    Most of them were completed in less than an hour, to give you an idea of the size. Though it would have easily been a day on my own.

  • I agree, that's fair. I think a lot of people are playing around with AI on side projects and making some bad extrapolations from their initial experiences.

    It'll also apply to isolated-enough features, which is still a small amount of someone's work (not often something you'd work on for a full month straight), but more people will have experience with this.

    • greenfield development is also the “easiest” and most fun part of software development. As the famous saying goes, the last 10% of the project takes 90% of the time lol.

      I’ve also noticed that, generally, nobody likes maintaining old systems.

      so where does this leave us as software engineers? Should I be excited that it’s easy to spin up a bunch of code that I don’t deeply understand at the beginning of my project, while removing the fun parts of the project?

      I’m still grappling with what this means for our industry in 5-10 years…