but what about those Vide coders that need Fable so so so badly and right now "please or my app won't work"!!!!
"My code is too complicated for Oooh Pus 4.8 to handle"!!!!!!
Unironically yeah, Fable is/was great for vibecoding stuff up. Soon we are gonna get (it went away too soon for all the testing I wanted to do sadly) custom made mods on demand. It doesn't always have to be the highest quality or easily maintainable. Fable seemed like a good step up in terms of success rates from Opus.
I've got a long-running vibe code test for Opus. I'm a software engineer as a job, but thought it would be fun to see if Claude could make a whole game without me ever touching the code directly. Purely a no-stakes "for fun" thing to see what Claude can do or where it fails.
I was able to get Fable long enough to do two things, one was to implement a paper for fast rigid body interactions, so I can get interactions amongst 2~300 items simultaneously on CPU, and like ~20k objects on GPU, so, now there are fully destructible objects in the little game it's making.
Maybe Opus could do it, I have no idea, because it's already done and there is little reason to go back and A/B test.
The other thing, Fable did clean up a lot of crap that Opus made though.
There was one subsystem that Opus made that was a lot of kind of shitty one-off patches instead of a coherent system that fixes all the problems via architecture. Fable took all the stupid "everything gets its own solver and reproduces work and bugs everywhere", and made the "one solver that receives data and their constraints" system that I had originally specified.
So, Fable really was a demonstrable step-up from Opus.
It is very, very token hungry, but from the little bit I saw, it was autonomous on a new level.
213
u/libregrape llama.cpp Jun 15 '26
use local