Ibukun.kt retweeted
Life is a numbers game. Increase your attempts, improve your odds, and stop treating every failure like a final verdict.
Ibukun.kt retweeted
I often get emails from junior engineers asking me what to do.
Here's what I just wrote to one of them
i remember early in my career wondering why most people missed out on building early internet products
but i look around now and i get it
so many people fiddling around with "my custom agent setup" and so few using this miracle of a tool to actually do anything
Ibukun.kt retweeted
“What matters is the end product, whether it's a game or an engine”. Well said!
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
Wthelly
Happy New Month To His Imperial Holiness.
@themaninileife
The Holiest of Holies.
The One who paints the very gradients of holiness, revealing dimensions of God’s purity with every word, every act, and every breath. (a yarn 🧶)
The full quote by Admiral Hyman G. Rickover:
Man has a large capacity for effort. But it is so much greater than we think it is, that few ever reach this capacity. We should value the faculty of knowing what we ought to do and having the will to do it. Knowing is easy. It is the doing that is difficult. The critical issue is not what we know but what we do with what we know. I believe it is the duty of each of us to act as if the fate of the world depended on him.
I didn’t believe my eyes at first 🤯
Ibukun.kt retweeted
.@alexandr_wang says modern product marketing is now all driven by the screenshot:
“To have a modern consumer product, it has to work on the screenshot. The screenshot has to fly, either through group chats or word of mouth or online.”
“Having Jolly in the screenshot immediately communicates this is a Muse screenshot.”
Ibukun.kt retweeted
the unspoken rule of starting that everyone should live by:
you don’t have to figure it all out early, you have to last long enough to figure it all out























