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Peter Yang更新于 10月25日 21:30

Peter Yang 赞同 Tim Sweeney 的 AI 编程观点

Tim is so right. Hope the devs building StarCraft 3 sees this tweet and embrace AI to ship before 2030 🙂

AI 导读

Peter Yang 表示 Tim Sweeney 说得对,并希望正在开发 StarCraft 3 的开发者看到这条推文,借助 AI 在 2030 年前完成发布。Tim Sweeney 在引用帖中回顾开发 Unreal Engine 1 时约 30% 时间用于硬核编码、70% 用于敲代码和重构,认为后者交给 AI 顺理成章,并惊讶于 AI 还能像“insta-Carmack”一样解决硬技术问题、理解复杂 3D 场景。

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Tim Sweeney

@TimSweeneyEpic

当我编写Unreal Engine 1时,我的时间分配如下: - 大约30%用于认真深入地编写解决难题的代码:汇编语言纹理映射器、C++ BSP树、数据持久化、面向对象系统设计以及网络。 - 大约70%只是输入和重构完整引擎功能集所需的大量代码。这并不难,而且我在做这件事时,心思主要放在更深入的编码主题上,思考和规划下一步。这感觉和今天的vibe coding没有太大不同,只不过是我在IBM Model M键盘上敲代码,而不是给出提示并审查结果。 因此,一旦AI能以与我们相似的质量标准完成那70%的工作——而我们的标准从来都不是完美——我们依赖AI来完成这部分就一直显得完全合乎逻辑。毫不意外的是,经过几年的AI模型演进,它能够接管那70%的工作,从而释放程序员的时间用于更有价值的任务。 更令人惊讶的是,AI作为一种“insta-Carmack”出现,能够相当巧妙且往往干净利落地解决困难的技术问题,并且它能够通过操作工具和直接理解原始数据文件,在复杂的3D场景中进行推理和工作。 1998年,当乱序执行的CPU使简单得多的C/C++代码变得更快时,我放弃了汇编语言,而且从未怀念过它。如果通过架构文档、概念艺术和设计计划进行提示能够超越输入代码和调整顶点,那将使开发者能够把时间花在更高层次、更高价值的技术和创造性任务上。 重要的是最终产品,无论是游戏还是引擎。开发者为了尝试更多想法、更快地做出更好的软件和游戏所能做的一切,对所有人来说都是胜利。

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When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.

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正文 · AI 翻译

Tim 说得太对了。希望正在开发《星际争霸 3》的开发者们能看到这条推文,并拥抱 AI,在 2030 年前发布 🙂

来源

Peter Yang