I know it’s tiring to talk about “hallucination”, but truly, models still do hallucinate
They constantly say they did a thing they didn’t, say they know how to solve something when they don’t, etc. Regardless of guard rails or tests - AI forces a constant vigilance of a new kind.
Not just “what might have gone wrong” but also “what do I think is working but isn’t actually”.
And we’re not even talking about how it chooses substandard solutions, is happy to muddy code/architectures, add spaghetti on top of spaghetti etc.
Agentic coding often feels like an army of unexperienced developers who are also incredibly eager to please.
"Still" means "it always had hallucinations, and it still does, despite people thinking that it doesn't anymore". People think we've moved past that. We haven't.
That is insane, if you billed me an extra $200 for a bug in your system I'd flat out cancel my subscription. If you're not going to credit that back to me, you don't deserve anymore of my money. I'm a Claude first guy, but if you're going to bill me incorrectly, that's on you, own it, fix it.
Where? All I see is Boris saying "we are unable to issue compensation for degraded service or technical errors that result in incorrect billing routing".
Keep this in mind next time you hear someone talking about "removing the human in the loop".
Anthropic apparently won't take responsibility for issues their own systems handling billing cause. You think they'll take responsibility in your system when a bug in their models can be demonstrated as the cause?
> Anthropic apparently won't take responsibility for issues their own systems handling billing cause.
I think with every org, especially the big ones, trying to dodge responsibility (setting the intent of "customer support" to be annoying them enough for them to buzz off), the only recourse people have is to give them enough bad press where they wake up and do the refund, it's less than a rounding error for them.
I think Anthropic is hardly unique in that position and being able to chat with a human with any sort of power to actually make things right is becoming more and more rare. If any human eyes saw that, the correct thing to do would probably be passing the message up the chain like "Hey, this will have really bad optics if we don't do the right thing. Can you take like 5 minutes and hit the refund button while I draft up a nice message about it?"
Bad press is meaningless where it matters most these days. The kind of people who are most responsive to threats of bad press are the kind of people who don't need to be threatened with bad press to do the right thing.
I really wish it carried any weight. It just doesn't. If someone at the organization just says "never admit fault, always attack", it's very likely they'll get away with it.
The issue is less what's in your commit and more if you're using these models as a foundation for some other service.
I know this is a rather hackneyed example, but if a customer service agent model were to call a customer a racial slur, that's not the software surrounding the agent, it's the agent's model.
Are you interested in the graphics (how to render 3d, opengl/directx, shaders etc), in the “game engine” aspect (all of the various parts of a game coming together), game design, networking, or something else? All of it?
As people used to say on stack overflow - what have you tried so far?
- i have started brushing my c++ and learning 3d math for now
- i am interested to know for starters what does the 10000 ft landscape look like
- what are the major steps involved?
- what have I tried? I spent a lot of time looking into what kind of libraries exist. Rust has something called bevy which I would not touch given it is new and I dont want to work with double unknowns
- C++ has a library called raylib that seems to have a lot of functions for basic stuff.
- There seems to be a library called jolt which claims to handle physics well
- how is rendering / graphics pipeline stuff handled in c++. what libraries do we have for loading models, working with shaders, handling networking for gaming etc?
- the thing is i need to get a complete picture inside my head of how a 3d game is put together like how this https://visualrambling.space/neural-network/ gives you the picture you need to understand how a neural network works
@kevinsync's answer is 100% correct and it's been this way for the last ~~~20? years? at least - only it was "Photoshop files hold the (design) truth" before - now it's figma.
But yes, the "design to code" gap has always been where designers' intentions were butchered and/or where frontend developers would discover/have to deal with designs that didn't take into account that some strings need more space, or what to do when there are more or less elements in a component, how things should scroll in real life, how things should react to a variety of screen sizes, etc.
this short meme video is funny/not funny because it hits too close to home - https://www.youtube.com/shorts/r6JXc4zfWw4 - but yes, "designers don't code and developers don't design", roughly speaking
and then of course you meet some people who do both really well... but they are pretty rare. :-)
It's a real shame that people bought into this false dichotomy, because the base reality is that people who work in web dev that stubbornly pick either code or layout are more of a liability than an asset.
I don't believe that people who can design and code are as rare as folks seem to believe, either. What seems more likely is that there are a LOT of coders who are extremely fluent in CSS but aren't particularly gifted when it comes to making things look good.
It wasn't that long ago that designers understood that they couldn't just hand off a 2D comp of what they want to see. The job isn't done until the output can be integrated into the app. Nobody gets to launch cows over the wall and go for lunch.
Nah yeah Photoshop .PSD's were totally normal for website designs. I got extremely proficient at building functioning websites based on PSD files, going back as far as the days of using nested <table> structures with 1x1 transparent spacer.gif images :) I built hundreds of websites from .PSD files, and Fireworks was pretty much non-existent in my experience.
Yeah +1, at the start of my career (mid 2000s) all the web designs were done in Photoshop. I think this was true until 2010/11 at least, when I first encountered Axure being used for some design stuff. I’ve never used Fireworks and never saw it in the wild (UK, in case it was a regional thing)
Sure, and also Illustrator sometimes, and Photoshop at other times. Some of the designers I know (very famous for their ui/web work) never touched vector components and just had a ton of layers in Photoshop and air/paintbrushed everything. Hence the meme...
I wouldn't even classify it as a mistake, just a difference in experience regardless of what Adobe's intentions were.
As someone who has done front-end development for both web and mobile devices for a very long time in the pre-Figma days I was handed a lot more designs that were mocked up in Photoshop than Fireworks.
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