5 ms·
I think there is some nuisance on the redundancy required for the software. For example I've worked in clean tech where PLC programming controls turbines, comp
by WillEMac 22d ago
I think there is some nuisance on the redundancy required for the software.
For example I've worked in clean tech where PLC programming controls turbines, complete understanding is required here. Every bug and LOC associated a human needs to be in the loop, it's worth the time.
Alternatively I do game development, and I don't think there is value in understanding the complete debugging process. For example I accidentally bound spacebar-release to two things in multiplayer causing a co-op glitch. I do not need to search for this needle in a haystack to debug, that is a bad use of time.
>If writing code becomes cheap and accessible to everyone, then writing code stops being much of a differentiator. The developers who stand out will be the ones who understand systems.
I agree especially for limits/boundary conditions. In the game I'm working on, fundamentally understanding 500 GPU vs. CPU controlled fish on screen and their limitations is required to be a good architect, or this game will run at 10fps.
- FrustratedMonky 22d agoScale of the impact. If your game was being played by a million people paying a subscription. Then it would be worth debugging it.
- pas 22d agoStill, even current AI/LLMs can do debugging. For example after an hour of process of elimination it finds the bug, reproduces it, then it recommends a ~1 line fix. Then that's where one should spend their attention budget, and think through the consequences, weighing positives and negatives, and then either asking for a different fix, not merging, or accepting it. This is a lot more productive IMHO.