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singron | 5 days ago

I've previously struggled getting LLMs to manipulate tscn/tres files since they like to generate non-unique uids. Despite being text files, the godot tscn/tres files are normally meant to be manipulated by the editor and need to define and reference unique ids. The editor always generates completely random alphanumeric strings, but LLMs like to use names or placeholders (e.g. "aaaaa1", "example", or "foobar") for the ids.

The linter in the article that detects duplicate uids is interesting. Obviously the article is about creating a bunch of harnesses for the LLM to be productive. I wonder how many problems can be transformed like this from something LLMs just can't do reliably to something they just need to burn credits for a while on. The LLM probably can't tell if the games are fun, especially with it's rudimentary playtesting, but who knows.

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MrGreenTea|5 days ago

regarding the non-random ids: I had this issue with uuids. Now I have "Never write your own ids. Always use uuidgen to generate real ones" in my AGENTS.md and haven't had this issue for a long time now.

cleak|4 days ago

I'm playing around with a tool to generate the IDs for me. I'm honestly not sure if it'll be an improvement since it likely means more tokens/context than just letting it YOLO IDs.

cleak|4 days ago

The model makes a huge difference. I tried this about a year ago and Claude occasionally got it right. These days, it seems to get it right on the first try most times and then always self corrects after. Codex 5.2 (I haven't played with 5.3 enough yet) gets it wrong more often than not, and frequently doesn't call the linter; I'm willing to accept that my bloated CLAUDE.md might be a bad fit for Codex and causing this to fail.