edit: removed persistent memory from list since I realized I'm using a plugin for that and it's apparently not native
3,978 karma · joined June 10, 2011
Feel free to contact me about any of the above at andrew@indentlabs.com (writing) or dru@chromagolem.com (gaming).
edit: removed persistent memory from list since I realized I'm using a plugin for that and it's apparently not native
I actually just cancelled Ultra also because I couldn't subscribe to a YouTube Family plan while I had it active (Google... :[) but trying to use Codex as a replacement while I testdrive Astra makes me yearn for agy again.
I still code "by hand" sometimes (mostly Ruby/Rails, C#, and random languages for code golf) but just for fun at this point. Serious projects started being 95-100% AI over a year ago.
Qualitative measurement is always hard, but plenty of studies have come out in the past year that generally find many models' code to be roughly equal to human code in terms of maintainability, complexity, readability, etc.
[0] Whether they've actually achieved some definition of AGI is way less important in this context than whether they can /sell/ what they've built as AGI.
Sure you can, why wouldn't you? Good models these days spit out architecture and code fairly indistinguishable from your average developer.
It's always hard to jump into an existing project and understand it all, but it's doable and in 2026 it's no harder to jump into a vibed project than it is to jump into any other project (with exceptions in both directions, of course).
You still have the code and can switch back to "fully human" (or any other point on the spectrum of human-ai) any time you want by just opening the same editor you would use if you cloned any other project.
That's exactly the sentiment I'm referring to.
I'm excited that group one is full of people who couldn't previously "make" anything with code, but now can (in the same way I'm excited that more people can now "make" music, art, stories, movies, etc). And they're definitely making stuff (friends with kids are making games that their friends play, sharing homemade videos with each other, making bedtime stories, making websites and apps that others use, etc).
I'd also argue that theory and architecture have always been closer to "software engineering" than coding ever was, but I also acknowledge I've got a bit of a bias belonging to group 2 (otherwise: been coding for ~25 years).
1. People who let agents drive designs/plans and just let them rip (what I would /actually/ call vibe coding) -- who place value in the final product, and aren't shameful about the tools used to get there as long as the product is "good" (and generally reroll entire apps from a single prompt until they get something that's actually good)
2. People who provide (or collaborate with AI on) designs/plans and use AI to write the code (which I wouldn't call vibe coding, but often gets conflated) -- who place value in the planning, and aren't shameful about the tools used to implement them as long as the architecture is "good"
Either way: I'd say most people who "vibe code" (in either category) are a little annoyed at the term inherently belittling what they make, but generally dismiss the term rather than feel any shame about it.
I'd be surprised to learn anyone in my programming network doesn't use any AI anywhere. It's a very powerful tool that's integrated pretty much everywhere into the 2026 Developer's toolkit, and the question is generally /where/ you use it (or not), not whether you use it at all.
The "I love AI" posts are just as bad as the "I hate AI" posts, and the same "this is my opinion on AI" posts are as bad as the onslaught of poorly-AI-vibed demo posts. Makes sense to filter them all out IMO.
Is there value lost in them working on problems that don't have solutions instead of problems that do?
I used to hate working in Windows, but now it feels roughly comparable to Mac (though at the risk of inciting an OS war, I do feel like Linux still beats both out...)
I read this to mean he wrote the comment, then asked Claude to fix the grammar (as many ESL speakers do). Sounds to me like he did write it.
True multimodal support would be way better, but I have no issues pasting in full screen recordings while QA'ing games and having Claude identify and fix issues in the video.
See: why authors wait days, weeks, or even months before editing what they've written (or, if you're more interested: cognitive regression, inattentional blindness, and the effects of misdirected saccades).
We also built some QA agents that are always playing our games from the same builds a player would and flagging things to fix/improve; that alone needs the game focused and front-and-center so it can properly screen-capture for deciding what inputs to take next (and for screenshots/replays), which also means we can't really do any hands-on work at all on the machine when it's running.
Having a separate (and tiny) machine for all of this has been great. We don't bother with local models because, you're right, the $20/month sub is way better than anything that can run on small consumer hardware atm.