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kuschku | 14 days ago

That's significantly more work (and effort) than just doing it yourself, though? Even for larger, complicated projects.

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furyofantares|14 days ago

No it's not?

Stuff like "divide the work up" is something you do when doing it yourself. Making a GUI prototype isn't really much work at all in the age of LLMs, akin to drawing up a few ideas on a notepad. Using git for small steps is something lots of people do for their own work and rebase later. Using extensive logging is mostly just something you have in your AGENTS.md for all your projects and forget about, similarly getting it setup to make and look at screenshots.

What part of this is more work than doing it yourself?

al_borland|14 days ago

It’s more work in the same sense that trying to delegate a task to someone who doesn’t understand what needs to be done, and needs their hand held, is more work than doing it yourself.

This is especially true when the vision is a little hazy and the path isn’t clear. When doing it yourself, you can make decisions in the moment, try things, pivot… when trying to delegate these things, it becomes a chore to try to clarify things that are inherently unclear, and pivot an idea when the person (or AI) being delegated to doesn’t fully grasp the pivot and keeps bringing in old ideas.

I think most people have had an experience trying to delegate a task, where it becomes so much work to wrangle the person, that they just do it themselves. I’ve run into this countless times. That’s how it feels to use AI.

cvwright|14 days ago

It’s really not. For anything substantial, the things that you do to manage an LLM are the same things that you should be doing to manage a team of human devs, even if the team is just yourself.

Documentation. Comments. Writing a plan and/or a spec before you begin coding. Being smart with git commits and branches.

Jeremy1026|14 days ago

Not even close. A friend and I are working on an iOS game (a tower defense style game). We are writing 0 code ourselves. We both have a history of iOS development, he is still actively involved and I've move away from it in recent years.

In about 2 weeks we have a functional game, 60 levels, 28 different types of enemies, a procedurally generated daily challenge mode, an infinity mode. Tower crafting and upgrades, an economy system in the game for pay for the upgrades.

This likely would have taken us months to get to the point that we are at, it was playable on Day 2.

MarleTangible|13 days ago

Could you explain how a chat session progresses, with an example if possible?