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I think it's interesting to see them visibly struggling to improve. Claude pelicans aren't much better today than they where 18 months.
by irthomasthomas 2mo ago
I think it's interesting to see them visibly struggling to improve. Claude pelicans aren't much better today than they where 18 months.
- piyh 2mo agoRendering 3d worlds has hugely improved though.
- deleted 2mo ago[deleted]
- saidnooneever 2mo agothey are quite good also at placement and creating scenes etc. I had one implement a cascading shadow system in vulkan/glfw and just fed it back screenshots with peter pannin and acne spots etc. it made a huge monstrosity first, 1500+ lines of shader code. Once it was happy with the result (it looked pretty good, almost blenders gamerenderer) it cleaned it up and a lot of debug code was removed. shrank it down to about 350 lines and made it much more readable. this was something i didnt expect it to be able to do. create shaders, look at screenshots, fix em iteratively like that. multi modal debugging.
- aero142 2mo agoThe code I see is a lot like the pelicans. All of the code in codebases, good, bad and ugly, is slowly being replaced by whatever level of code ai is currently able to create. All code is now a slightly wonky pelican on a bike, but if you look closely, it doesn’t fully make sense. Since ai is converging on less wonky, but not internally consistent, we’re just moving on to what is possible with high volume instead of detailed quality. I think that is the ai software world as well.