Remix.run Logo
hombre_fatal 20 hours ago

I know what you mean. It takes the satisfaction out of a certain class of problems knowing that you can just generate the solution.

On the other hand, most tasks aren't fun nor satisfying and frankly they are a waste of time, like realizing you're about to spend the afternoon recredentializing in some aspect of Webpack/Gradle/BouncyCastle/Next.js/Combine/x/y/z just to solve one minor issue. And it's pure bliss when the LLM knows the solution.

I think the best antidote to the upset in your comment is to build bigger and more difficult things. Save your expertise for the stuff that could actually use your expertise rather than getting stuck wasting it on pure time burn like we had to in the past.

conductr 17 hours ago | parent [-]

I like the antidote and does remind me that I tried to create a game, which gamedev has always been a challenge for me. I’ve attempted a few times and didn’t get very far with this one either. I think I could do the coding even though scale is large, but I’m not artistic and asset generation/iteration is my block. I tried a handful of ai tools specifically for this and found they were all really far behind. I don’t particularly like working with asset store art, maybe for parts but characters and the vibe of the game usually would excite and motivate me early on and I can’t quite get there to sustain the effort

hombre_fatal 9 hours ago | parent [-]

I had this in my comment but deleted it, maybe you were responding to it, but in case you didn't see it: I found multiplayer browser games to be a good example of a hard project that LLMs help a lot with so that you can focus on the rewarding part.

LLMs can one-shot pretty good server-authority + client-prediction + rollback netcode, something I've probably spent weeks of my life trying to build and mostly failing. And they can get a basic frontend 'proof' working. And once you verify that the networked MVP works, you can focus on the game.

But the cool thing about multiplayer games is that they can be really small in scope because all of the fun comes from mechanics + playing with other people. They can be spaceships shooting at each other in a single room or some multiplayer twist on a dumbed down classic game. And that's just so much more feasible than building a whole game that's expected to entertain you as a single player.