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Comment by klaussilveira

3 days ago

I made a similar comment on a different thread, but I think it also fits here: I think the disconnect between engineers is due to their own context. If you work with frontend applications, specially React/React Native/HTML/Mobile, your experience with LLMs is completely different than the experience of someone working with OpenGL, io_uring, libev and other lower level stuff. Sure, Opus 4.5 can one shot Windows utilities and full stack apps, but can't implement a simple shadowing algorithm from a 2003 paper in C++, GLFW, GLAD: https://www.cse.chalmers.se/~uffe/soft_gfxhw2003.pdf

Codex/Claude Code are terrible with C++. It also can't do Rust really well, once you get to the meat of it. Not sure why that is, but they just spit out nonsense that creates more work than it helps me. It also can't one shot anything complete, even though I might feed him the entire paper that explains what the algorithm is supposed to do.

Try to do some OpenGL or Vulkan with it, without using WebGPU or three.js. Try it with real code, that all of us have to deal with every day. SDL, Vulkan RHI, NVRHI. Very frustrating.

Try it with boost, or cmake, or taskflow. It loses itself constantly, hallucinates which version it is working on and ignores you when you provide actual pointers to documentation on the repo.

I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php

We are not sleeping on it, we are actually waiting for it to get actually useful. Sure, it can generate a full stack admin control panel in JS for my PostgreSQL tables, but is that really "not normal"? That's basic.

We have an in-house, Rust-based proxy server. Claude is unable to contribute to it meaningfully outside of grunt work like minor refactors across many files. It doesn't seem to understand proxying and how it works on both a protocol level and business logic level.

With some entirely novel work we're doing, it's actually a hindrance as it consistently tells us the approach isn't valid/won't work (it will) and then enters "absolutely right" loops when corrected.

I still believe those who rave about it are not writing anything I would consider "engineering". Or perhaps it's a skill issue and I'm using it wrong, but I haven't yet met someone I respect who tells me it's the future in the way those running AI-based companies tell me.

  • > We have an in-house, Rust-based proxy server. Claude is unable to contribute to it meaningfully outside

    I have a great time using Claude Code in Rust projects, so I know it's not about the language exactly.

    My working model is is that since LLM are basically inference/correlation based, the more you deviate from the mainstream corpus of training data, the more confused LLM gets. Because LLM doesn't "understand" anything. But if it was trained on a lot of things kind of like the problem, it can match the patterns just fine, and it can generalize over a lot layers, including programming languages.

    Also I've noticed that it can get confused about stupid stuff. E.g. I had two different things named kind of the same in two parts of the codebase, and it would constantly stumble on conflating them. Changing the name in the codebase immediately improved it.

    So yeah, we've got another potentially powerful tool that requires understanding how it works under the hood to be useful. Kind of like git.

    • Recently the v8 rust library changed it from mutable handle scopes to pinned scopes. A fairly simple change that I even put in my CLAUDE.md file. But it still generates methods with HandleScope's and then says... oh I have a different scope and goes on a random walk refactoring completely unrelated parts of the code. All the while Opus 4.5 burns through tokens. Things work great as long as you are testing on the training set. But that said, it is absolutely brilliant with React and Typescript.

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  • This isn't meant as a criticism, or to doubt your experience, but I've talked to a few people who had experiences like this. But, I helped them get Claude code setup, analyze the codebase and document the architecture into markdown (edit as needed after), create an agent for the architecture, and prompt it in an incremental way. Maybe 15-30 minutes of prep. Everyone I helped with this responded with things like "This is amazing", "Wow!", etc.

    For some things you can fire up Claude and have it generate great code from scratch. But for bigger code bases and more complex architecture, you need to break it down ahead of time so it can just read about the architecture rather than analyze it every time.

    • Is there any good documentation out there about how to perform this wizardry? I always assumed if you did /init in a new code base, that Claude would set itself up to maximize its own understanding of the code. If there are extra steps that need to be done, why don't Claude's developers just add those extra steps to /init?

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  • Are you still talking about Opus 4.5 I’ve been working on a Rust, kotlin and c++ and it’s been doing well. Incredible at C++, like the number of mistakes it doesn’t make

  • > I still believe those who rave about it are not writing anything I would consider "engineering".

    Correct. In fact, this is the entire reason for the disconnect, where it seems like half the people here think LLMs are the best thing ever and the other half are confused about where the value is in these slop generators.

    The key difference is (despite everyone calling themselves an SWE nowadays) there's a difference between a "programmer" and an "engineer". Looking at OP, exactly zero of his screenshotted apps are what I would consider "engineering". Literally everything in there has been done over and over to the death. Engineering is.. novel, for lack of a better word.

    See also: https://www.seangoedecke.com/pure-and-impure-engineering/

    • > Engineering is.. novel, for lack of a better word.

      Tell that to the guys drawing up the world's 10 millionth cable suspension bridge

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    • It's how you use the tool that matters. Some people get bitter and try to compare it to top engineers' work on novel things as a strawman so they can go "Hah! Look how it failed!" as they swing a hammer to demonstrate it cannot chop down a tree. Because the tool is so novel and it's use us a lot more abstract than that of an axe, it is taking awhile for some to see its potential, especially if they are remembering models from even six months ago.

      Engineering is just problem solving, nobody judges structural engineers for designing structures with another Simpson Strong Tie/No.2 Pine 2x4 combo because that is just another easy (and therefore cheap) way to rapidly get to the desired state. If your client/company want to pay for art, that's great! Most just want the thing done fast and robustly.

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    • I don't think it's that helpful to try to gatekeep the "engineering" term or try to separate it into "pure" and "impure" buckets, implying that one is lesser than the other. It should be enough to just say that AI assisted development is much better at non-novel tasks than it is at novel tasks. Which makes sense: LLMs are trained on existing work, and can't do anything novel because if it was trained on a task, that task is by definition not novel.

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    • When he said 'just look at what I'v been able to build', I was expecting anything but an 'image converter'

    • Coding agents as of Jan 2026 are great at what 95% of software engineers do. For remaining 5% that do really novel stuff -- the agents will get there in a few years.

I've had Opus 4.5 hand rolling CUDA kernels and writing a custom event loop on io_uring lately and both were done really well. Need to set up the right feedback loops so it can test its work thoroughly but then it flies.

  • Yeah I've handed it a naive scalar implementation and said "Make this use SIMD for Mac Silicon / NEON" and it just spits out a working implementation that's 3-6x faster and passes the tests, which are binary exact specifications.

    • It can do this at the level of a function, and that's -useful-, but like the parent reply to top-level comment, and despite investing the time, using skills & subagents, etc., I haven't gotten it to do well with C++ or Rust projects of sufficient complexity. I'm not going to say they won't some day, but, it's not today.

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I built an open to "game engine" entirely in Lua a many years ago, but relying on many third party libraries that I would bind to with FFI.

I thought I'd revive it, but this time with Vulkan and no third-party dependencies (except for Vulkan)

4.5 Sonet, Opus and Gemini 3.5 flash has helped me write image decoders for dds, png jpg, exr, a wayland window implementation, macOS window implementation, etc.

I find that Gemini 3.5 flash is really good at understanding 3d in general while sonnet might be lacking a little.

All these sota models seem to understand my bespoke Lua framework and the right level of abstraction. For example at the low level you have the generated Vulkan bindings, then after that you have objects around Vulkan types, then finally a high level pipeline builder and whatnot which does not mention Vulkan anywhere.

However with a larger C# codebase at work, they really struggle. My theory is that there are too many files and abstractions so that they cannot understand where to begin looking.

I'm a quite senior frontend using React and even I see Sonnet 4.5 struggle with basic things. Today it wrote my Zod validation incorrectly, mixing up versions, then just decided it wasn't working and attempted to replace the entire thing with a different library.

  • There’s little reason to use sonnet anymore. Haiku for summaries, opus for anything else. Sonnet isn’t a good model by today’s standards.

  • Why do we all of a sudden hold these agents to some unrealistic high bar? Engineers write bugs all the time and write incorrect validations. But we iterate. We read the stacktrace in Sentry and realise what the hell I was thinking when I wrote that, and we fix things. If you're going to benefit from these agents, you'd need to be a bit more patient and point them correctly to your codebase.

    My rule of thumb is that if you can clearly describe exactly what you want to another engineer, then you can instruct the agent to do it too.

    • > Engineers write bugs all the time

      Why do we hold calculators to such high bars? Humans make calculation mistakes all the time.

      Why do we hold banking software to such high bars? People forget where they put their change all the time.

      Etc etc.

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I'll second this. I'm making a fairly basic iOS/Swift app with an accompanying React-based site. I was able to vibe-code the React site (it isn't pretty, but it works and the code is fairly decent). But I've struggled to get the Swift code to be reliable.

Which makes sense. I'm sure there's lots of training data for React/HTML/CSS/etc. but much less with Swift, especially the newer versions.

  • I had surprising success vibe coding a swift iOS app a while back. Just for fun, since I have a bluetooth OBD2 dongle and an electric truck, I told Claude to make me an app that could connect to the truck using the dongle, read me the VIN, odometer, and state of charge. This was middle of 2025, so before Opus 4.5. It took Claude a few attempts and some feedback on what was failing, but it did eventually make a working app after a couple hours.

    Now, was the code quality any good? Beats me, I am not a swift developer. I did it partly as an experiment to see what Claude was currently capable of and partly because I wanted to test the feasibility of setting up a simple passive data logger for my truck.

    I'm tempted to take another swing with Opus 4.5 for the science.

> It also can't do rust really well

I have not had this experience at all. It often doesn't get it right on the first pass, yes, but the advantage with Rust vibecoding is that if you give it a rule to "Always run cargo check before you think you're finished" then it will go back and fix whatever it missed on the first pass. What I find particularly valuable is that the compiler forces it to handle all cases like match arms or errors. I find that it often misses edge cases when writing typescript, and I believe that the relative leniency of the typescript compiler is why.

In a similar vein, it is quite good at writing macros (or at least, quite good given how difficult this otherwise is). You often have to cajole it into not hardcoding features into the macro, but since macros resolve at compile time they're quite well-suited for an LLM workflow as most potential bugs will be apparent before the user needs to test. I also think that the biggest hurdle of writing macros to humans is the cryptic compiler errors, but I can imagine that since LLMs have a lot of information about compilers and syntax parsing in their training corpus, they have an easier time with this than the median programmer. I'm sure an actual compiler engineer would be far better than the LLM, but I am not that guy (nor can I afford one) so I'm quite happy to use LLMs here.

For context, I am purely a webdev. I can't speak for how well LLMs fare at anything other than writing SQL, hooking up to REST APIs, React frontend, and macros. With the exception of macros, these are all problems that have been solved a million times thus are more boilerplate than novelty, so I think it is entirely plausible that they're very poor for different domains of programming despite my experiences with them.

  • i've also been using opus 4.5 with lots of heavy rust development. i don't "vibe code", but lead it with a relatively firm hand- and it produces pretty good results in surprisingly complicated tasks.

    for example, one of our public repos works with rust compiler artifacts and cache restoration (https://github.com/attunehq/hurry); if you look at the history you can see it do some pretty surprisingly complex (and well made, for an LLM) changes. its code isn't necessarily what i would always write, or the best way to solve the problem, but it's usually perfectly serviceable if you give it enough context and guidance.

Have you experimented with all of these things on the latest models (e.g. Opus 4.5) since Nov 2025? They are significantly better at coding than earlier models.

I've had pretty good luck with LLM agents coding C. In this case a C compiler that supports a subset of C and targets a customizable microcoded state machine/processor. Then I had Gemini code up a simulator/debugger for the target machine in C++ and it did it in short order and quite successfully - lets you single step through the microcode and examine inputs (and set inputs), outputs & current state - did that in an afternoon and the resulting C++ code looks pretty decent.

  • That's remarkably similar to something I've just started on - I want to create a self-compiling C compiler targeting (and to run on) an 8-bit micro via a custom VM. This a basically a retro-computing hobby project.

    I've worked with Gemini Fast on the web to help design the VM ISA, then next steps will be to have some AI (maybe Gemini CLI - currently free) write an assembler, disassembler and interpreter for the ISA, and then the recursive descent compiler (written in C) too.

    I already had Gemini 3.0 Fast write me a precedence climbing expression parser as a more efficient drop-in replacement for a recursive descent one, although I had it do that in C++ as a proof-of-concept since I don't know yet what C libraries I want to build and use (arena allocator, etc). This involved a lot of copy-paste between Gemini output and an online C++ dev environment (OnlineGDB), but that was not too bad, although Gemini CLI would have avoided that. Too bad that Gemini web only has "code interpreter" support for Python, not C and/or C++.

    Using Gemini to help define the ISA was an interesting process. It had useful input in a "pair-design" process, working on various parts of the ISA, but then failed to bring all the ideas together into a single ISA document, repeatedly missing parts of what had been previously discussed until I gave up and did that manually. The default persona of Gemini seems not very well suited to this type of work flow where you want to direct what to do next, since it seems they've RL'd the heck out of it to want to suggest next step and ask questions rather than do what is asked and wait for further instruction. I eventually had to keep asking it to "please answer then stop", and interestingly quality of the "conversation" seemed to fall apart after that (perhaps because Gemini was now predicting/generating a more adversarial conversation than a collaborative one?).

    I'm wondering/hoping that Gemini CLI might be better at working on documentation than Gemini web, since then the doc can be an actual file it is editing, and it can use it's edit tool for that, as opposed to hoping that Gemini web can assemble chunks of context (various parts of the ISA discussion) into a single document.

    • Just as a self follow-up here (I hate to do it!), after chatting to Gemini some more more about document creation alternatives, it does seem that Gemini CLI is by far the best way to go, since it's working in similar fashion to Claude Code and making targeted edits (string replacements) to files, rather than regenerating from scratch (unless it has misinterpreted something you said as a request to do that, which would be obvious when it showed you the suggested diff).

      Another alternative (not recommended due to potential for "drift") is to use Gemini's Canvas capability where it is working on a document rather than a specification being spread out over Chat, but this document is fully regenerated for every update (unlike Claude's artifacts), so there is potential for it to summarize or drop sections of the document ("drift") rather than just making requested changes. Canvas also doesn't have Artifact's versioning to allow you to go back to undo unwanted drifts/changes.

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I've found it to be pretty hit-or-miss with C++ in general, but it's really, REALLY bad at 3D graphics code. I've tried to use it to port an OpenGL project to SDL3_GPU, and it really struggled. It would confidently insist that the code it wrote worked, when all you had to do was run it and look at the output to see a blank screen.

  • I hope I’m not committing a faux pas by saying this—and please feel free to tell me that I’m wrong—but I imagine a human who has been blind since birth would also struggle to build 3D graphics code.

    The Claude models are technically multi-modal, but IME the vision side of the equation is really lacking. As a result, Claude is quite good at reasoning about logic, and it can build e.g. simpler web pages where the underlying html structure is enough to work with, but it’s much worse at tasks that inherently require seeing.

    • Yea, for obvious reasons, it seems to be best at code that transforms data: text/binary input to text/binary output. And where the logic can be tracked and verified at runtime with sufficient (text) logging. In other words, it's much better close loop than open loop. I tried to help it by prompting it to please take a screen capture of its output to verify functionality, but it seems LLMs aren't quite ready for that yet.

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> It also can't do Rust really well, once you get to the meat of it. Not sure why that is

Because types are proofs and require global correctness, you can't just iterate, fix things locally, and wait until it breaks somewhere else that you also have to fix locally.

I have not tried C++, but Codex did a good job with low-level C code, shaders as well as porting 32 bit to 64 bit assembly drawing routines. I have also tried it with retro-computing programming with relative success.

> Mobile

From what I've seen, CC has troubles with the latest Swift too, partially because of it being latest and partially because it's so convoluted nowadays.

But it's übercharged™ for C#