Beast
At some point in the early 90s I tried rebuilding a game I loved: Beast. It was written procedurally in Basic over couple of months of on and off coding. Clunky, filled with bugs but I felt proud. About 25 years later, with 12 years of professional experience, I tried again. In about an hour, I had a working version. No bugs this time. Of course, Beast is not a complicated game but by going object-oriented with multi-threading it was even easier. And then, another 8 years later, I built Beast again. In record time: 25 minutes using with 7 non-technical prompts. No logic or technical guidance - just plain-english rules. We're well past the point of arguing AI's abilities. Instead, I wondered: In those 25 minutes, what parts of my own experience did I leverage? Strategic Iterations: Even if the LLMs handles complex specs, doing things all at once will still overwhelm the human. There are too many things to track at once. The ability to break things down into discrete, logical,...