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Agree with you for my day job (which is coding corporate web app), for sure. I'm still letting A.I. drive more nowadays, but it does feel less fulfilling than it used to.

But for my personal projects, I work on games, and by offloading a lot of the coding work to A.I., my puzzle solving is no longer 'how to fix this stupid library spitting stupid errors at me' or 'how to get this shader working' or 'why is this upgrade breaking all the things' and more 'what does this game need in order to be fun and good?', which I find a lot more fulfilling.

It's also why I switched my focus to board game design for the longest time. I didn't have to fight my tools or learn some new api or library frequently. And if I wanted to try a new mechanic, I didn't need to spend 20 minutes or 2 hours or 2 days implementing it, I could write something on an index card in five seconds and shift mid-game most of the time.

A.I. just brought video games closer to that experience, which actually has made them more fun to work on again, because board games has the immense (financial/logistical if self-publishing or social/networking if attempting to get published through a publisher) challenge of getting physical games published to worry about.


The puzzle thought was mostly me trying to figure out why AI coding was more emotionally tiring when I'm literally doing less and creating more, maybe it's something else.

The defensive code is getting to me (it's adding a ton of bloat) and I'm trying to fight it but I'm not sure how best to word it. What I've attempted hasn't worked too well so far.

How do you get it to not add so much unnecessarily defensive code?


Have you tried Blue Prince? It's got some similarities (it's basically Myst + a spatial puzzle + modern drafting/resource management board game).

And you don't have the time element of Outer Wilds (Outer Wilds is brilliant though, and it kinda needs that time element to work properly).

I mean technically it does in that you only have so many steps in a day, but you only spend a step moving from one room to another, so you can take your time in any given room, and you have ways to increase those steps.

Also you're more likely to block yourself off with your room layout for the day than you are to run out of steps, at least once you start getting better at the game (it can happen though).


Why don't you ask the students how much they love doing that. I'm sure they'll have nothing but nice things to say.

I don't need to ask, I didn't love it when I was a student. I wasn't claiming that this is a good thing.

> However that is because cars have gotten more aerodynamic so fewer insects are hitting the windshield.

According to this research the opposite is true:

"The survey of insects hitting car windscreens in rural Denmark used data collected every summer from 1997 to 2017 and found an 80% decline in abundance. It also found a parallel decline in the number of swallows and martins, birds that live on insects.

The second survey, in the UK county of Kent in 2019, examined splats in a grid placed over car registration plates, known as a “splatometer”. This revealed 50% fewer impacts than in 2004. The research included vintage cars up to 70 years old to see if their less aerodynamic shape meant they killed more bugs, but it found that modern cars actually hit slightly more insects."

Source: https://www.theguardian.com/environment/2020/feb/12/car-spla...


Personally, I prefer Claude for coding, but I still prefer ChatGPT for hashing out ideas for my projects (which tend to be game designs). So I use both.


I'm on the other side of this, in that I attend a lot of these.

I made a big effort about 12 years ago to go to a bunch of these (like three meetups a week and trying out a variety of different meetups), but now I mostly stick to a couple of them as I don't have as much time or energy for it anymore. But I've met most of my current friends through those meetups.

Find one you like and keep showing up until you're a regular, and get to know people slowly, and if they like you they start inviting you to things outside of the meetup, and then eventually you end up being friends.

I've done this with three different groups over the years and despite naturally being shy and an introvert I've ended up making friends at each one.

At the height of me doing this (like ten years ago), it got to the point where I'd go about my daily life and about once every other month I'd run into random people I've met at meetups also out and about. Like go out to dinner and spot someone I knew from a meetup also showing up to the same place, or run into them shopping at a Best Buy or something.

Meetups where you do a shared activity seems to be the best, like hikes or movies (+ dinner afterwards) or board games, since you can always focus on the activity if you don't feel like being social, and you have that activity you can always talk about as a subject.


I used to get so many comments about how the computer opponent in a tile-based board game of mine cheats and got all the high numbers while they always got low numbers, and I'd be like "that's mathematically impossible. I divide the number of spaces on the board in half, generate a deck of tiles to go into a 'bag', and then give a copy of those same tiles to the other player.

So over the course of the game you'll get the exact same tiles, just in a different random order.

Now to be fair, I didn't make that clear to the player that's what was happening, they were just seeing numbers come up, but it was still amazing to see how they perceived themselves as getting lower numbers overall compared to the opponent all the time.

Meanwhile on the base game difficulty I was beating the computer opponent pretty much every game because it had such basic A.I. where it was placing its tiles almost totally at random (basically I built an array of all possible moves where it would increase its score, and it would pick one at random from all those possibilities, not the best possibility out of those).

My Dad used to play a lot of online poker, and he used to complain when other players got lucky with their hands, be like 'I know the chances are like 5% of them getting that! They shouldn't have gotten that!' and it always reminded me of those people.


I don't have to check the source code to know that for me it's a skill issue :/


I run Claude Sonnet 4.6 via Github Copilot and it seems very reasonable to me there.

I just create an issue and assign it to Copilot and then hop into its session and sometimes redirect or give feedback after it reaches a stopping point and I've had the chance to pull it down and test it. I'm closing out 2-3 semi-complicated features a day on it in my off work hours right now for my personal projects and I didn't even get close to hitting the cap for the $10/month I'm paying for it right now (although each month it is creeping up as I start doing more and more with it). And I'm still getting way more done than I was when I was coding it all manually before these models.

One of the things I'm making with it right now I can't even sell (or probably even make public), I just want to play my favorite deckbuilding card game (that has lots of different cards with different effects) on my mobile and there isn't a good version of it, so I'm trying to vibe code it into existence (and have gotten pretty far along on it, most of the core game rules and about a quarter of the card effects are implemented right now). I'm pretty close to able to play a full game of it with a limited set of cards already. The presentation is mostly text but it gets the job done.

Work uses Codex within Visual Studio Code and that I got close to hitting the monthly limit on, but I haven't yet.


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