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I tried this with DOOM. Fable 5 did a pretty shit job. Astra made pretty crazy animated sprites and was pretty good considering.

The fact that these are at all playable and 100x my programming skill level is pretty depressing from a certain pov. The ThreeJS dude posted ab how demotivated he was to continue his work, and while I was never a dev that did much with webgl, I commiserate.


I wonder if we need better programming abstractions/ languages that can make programming easier for people.

It seems like a lot of the programming is cookie cutter type stuff (where these ai programs shine) and should be easier.

They can be amazing, but promoting “make a pac man game” seems like an exercise in which model has the best training code that was Pac-Man.


>I wonder if we need better programming abstractions/ languages that can make programming easier for people.

That was nodejs, and it turns out people unwilling and or unable to improve things through systematic skill refinement just degrades into chaos.

Successful ecosystems are just pedantically lame enough to keep silly folks from going YOLO, but empowering enough to allow people to still have fun.

>which model has the best training code that was Pac-Man.

You mean which model is more cautious about copyright bleed-through of the $9Tn in FOSS and user code they misappropriated though isomorphic plagiarism. =3


> That was nodejs, and it turns out people unwilling and or unable to improve things through systematic skill refinement just degrades into chaos.

Nodejs wasn't easier for people. JS is a horrible language where simple stuff like comparisons, array access, and member access are broken.


My hope is that this drives a new generation of hyper creative content from those who don't give up. I mean, of course it does pacman well. Pacman and its clones have been done to the death over decades. But what if we ask AI to write finnegan's wake 2?


I’m quite optimistic about how AI tooling will raise the floor for creative work.

I personally have been working on a Three.js project with Opus 5 and 5.5 that I never would have continued with had I needed to dive into documentation by hand.

Seeing immediate results is incredibly motivating.


I'm finding new things to demotivate me. It's good and quick at doing everything I ask but sometimes as soon as it comes together I realize I didn't really want this or it's just not fun. But maybe iterating quicker and finding that out sooner is still good. I don't know.


I suspect any attempt to market will be where demotivation kicks in. When they entry level is so low, far fewer people are going to bother giving anything a click.

Whilst it is the Astra aesthetic, the expectation of any three.js game will be that it is all surface and no detail, whether someone has put the effort in or not.


Hope this gives a speck of encouragement. Just want to call out how I love the clarity in Three.js Resources, in readability, design, and answering why. Eg. https://threejsresources.com/tsl


"The ThreeJS dude posted ab how demotivated he was to continue his work"

Mrdoob? If so, can you show a link?



That's really sad.


Looks nice. I could use the fear and greed index without the overlap of the meter and number. The first demo grid comes up blank for me also. Don’t know if that’s intentional.

Covers a lot of ground with these though


Thanks for feedback. Actually I focus more about chart engine, anyway I will check the fear and greed index. What do you mean first demo grid (maybe you mean the Chart Widget - the first chart display on demo ?)


I set up a funnel with an agent searching, adding to a SQLite for dedup and company limits enforcement, doing an ast pass on a resume, and then submitting.

It works upsettingly well


Would be really interested to hear more about your workflow or a gist if you care to share.


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