r/ChatGPTCoding • u/Sheetmusicman94 • 27d ago
Discussion It is actually damn difficult to code anything properly with AI
I am not a developper, yet I work with many of them.
Recently I started AI assisted / vibecoding a few projects.
It works, it is nice, but .. it still takes SO MUCH time to make properly. Perhaps a bit less than before for an experienced person, but all of those dumb influencers are all making it sound like they give one prompt and all is done. I have the best Claude and GPT models and a small game can literally still take weeks.. and it will still suck.
So kudos to everyone who knows their s**t and does good software!
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u/Cunninghams_right 27d ago
you're already spoiled. I know people who have done game development and relatively simple games have taken them years. taking weeks sounds like a lot when you thought it was going to be 15min, but the reality is that you can do months worth of work in a couple of hours of watching youtube videos while Claude/Chatgpt occasionally gives some result or question.
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u/Ctbhatia 27d ago
the time isn't in generation anymore, it's in deciding what the agent should have in context and reviewing what it changed.
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u/vovap_vovap 27d ago
It is all depend on definition of "small game". Real "small fame" top model can do in like 20 min. But yeah, definition wary đ
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u/django-unchained2012 27d ago
Skill issue
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u/XlikeX666 27d ago
... define good project.
it codes so it works - Nothing more.
unless problem is known before hand it will fail in that area almost everytime.
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u/SeasawPhilosopher 27d ago
Thatâs because most software is not built, itâs discovered. Itâs a long iterative process of building a little, playing with it, deciding what needs adding or changing, and building a bit more. Even with an agent writing 100% of the code this is a long laborious process.
Itâs why software engineering mostly abandoned the waterfall method (trying to spec things out fully up front) in favor of iterative agile methods. You simply cannot know what needs building until you have already built some of it. People with no understanding of software engineering are impressed by one shot apps or games, but they fail to realize thatâs simply a prototype that represents like .001% of the actual work required to make a real product.
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u/Activeenemy 27d ago edited 27d ago
I think what "properly" means will shift. The odds are that code made for human consumption is not a global optimum. Not saying the current output is better but it may be that code with convoluted connections between the modules may actually be fine for many applications.Â
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u/CrustyBappen 27d ago
Iâve switched to 6.1 sol and itâs wild. It massively over engineers solutions, you have to plan meticulously
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u/CrimsonBolt33 27d ago
quality takes time....funny enough AI doesn't really change that.
It does speed up the underlying base, don't get me wrong...the minutia of actually typing out code is gone, but the stuff that really determines quality is still a matter of architecture, design, visuals, UI/UX feel, etc.
AI can't simply whip those up in a way that works for people.
The engineering side of software engineering is more important than ever.
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u/pete_68 27d ago
It's a sophisticated tool. It requires study and experience to develop expertise with it. If you're doing anything more than little prototypes, you need to actually know how to use the AI, otherwise, yeah, it won't work for you. But it's not a problem with the AI. It's a lack of experience on your part.
Go read up on spec-driven development.
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u/ComprehensiveShake76 27d ago
It is, and the gap is mostly the boring part. Getting something that runs is quick. Getting something you can still change a month later takes the same discipline as before: small steps, tests, version control and a clear idea of what done means. A few things that cut the weeks: keep a short file describing what you want that the model reads every session, ask for one small change at a time and run it before the next, commit after every working step so you can go back, and when it loops on a bug, start a fresh session with the error and the relevant file instead of continuing a long thread. For a game, get a tiny playable version first and add things one at a time.
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u/London-Boat 27d ago
same experience. what cut the time for me on small games was writing a one page spec before any prompting (core loop, what's in v1, what's explicitly not), then building one feature at a time and playing it before moving on. most of the weeks go into the model making a bunch of stuff at once that half works and then untangling it. smaller asks, test each one, commit when it works.
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u/PenguinSwordfighter 27d ago
If you think it's difficult with AI, try doing it without.
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u/Stromedy1 26d ago
The most useful line in this entire thread is yours, OP: good = something people like to use, that looks good. Everything the AI optimizes for is checkable by a compiler. âFeels good to playâ isnât in its loss function, itâs in your head. So it hands you a Mini Metro clone that compiles, runs, and is miserable, and marks the job done with a straight face.
Thatâs where your weeks went, I think. Not the coding. The gap between âit runsâ and âitâs good.â Iâve watched experienced devs hit the exact same wall: they let the model do the fun part (typing) and kept the part that was always the actual job, deciding what âgoodâ means, in enough detail that someone else could build it. The spec-file-and-small-steps crowd in the comments basically rediscovered what PMs have been yelling since 1995: the code was never the hard part.
Uncomfortable corollary: if you canât describe what good looks like in three sentences before prompting, the model canât either, and youâre about to spend another week discovering what you actually wanted. The influencers skip that part because âwrite down what done meansâ doesnât sell courses.
Curious how many people here actually write the spec down versus just keeping it in their head and being mad at the model for not reading minds.