Live data from Hacker News

Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

github.com

151–160 of 302 posts

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#151
post #127
post #47

Earlier quoted context omitted.

I don't really get the Bun thing. Bun is running Claude Code which is probably the single most actively used development app there is. You say this was a bad use of LLMs, but it's been in production for a while and I haven't heard of any evidence that Claude Code has increased a significantly larger quantity of errors, segfaults, etc, than before.

I have yet to hear any evidence that the Rust rewrite was harmful. I have no emotional investment in Bun (which I'd never heard of before the rewrite), or Zig (which I also didn't know about), or Rust (which I think is neat and that's about it), so I'm about as unbiased as you can get and from what I saw the conversion was done well, and I haven't heard of massive bugs resulting from the rewrite.

It is probably fine, it is kind of a best case scenario: porting a good code base with lots of unit tests, all hand-written. Not much can go wrong here as the LLM is kept in check by the original code, the tests, and the fact that the topic (a JS engine) is well documented.

The problem is what comes next. They now have code that they don't understand, and they are likely to work on it with AI in the future, but the new features they may introduce later will not have the luxury of hand-written tests and a reference code. So, unless they undertake the massive effort needed to fully understand the Rust code and deal with all these "unsafe", quality is very likely to go down, Microslop style.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#152
post #18

no way fable did this. It would have stopped after the words "command and conquer" and nerfed you to opus (while also landing you on some nsa watch list)

I’ve been using it to use Ghidra to do reverse engineering for modding Zelda: Tears of the Kingdom. Pre-ban it would flag immediately, post-ban it _rarely_ flagged anything and when it did I realized I could just make a memory telling it to convert reverse engineering speech into game development speech, not mentioning pointers, memory, addresses and decompiling. Then the flags mostly went away.

You can sidestep flags by just compacting and then changing the model back at any rate.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#153
post #128
post #71

Earlier quoted context omitted.

Some people, myself included, think that announcing a conversion from Rust to Zig as an experiment then jumping to putting it in the alpha train for public testing/consumption without any real explanation in the span of around 2 weeks is irresponsible and reckless. Blogposts were promised, details were hinted, but no, it’s just full steam ahead because the AI worked so well. The converted unit tests all worked, all t…

How about testing the output? Seems like the ultimate test. If the output's still good, I guess the rewrite didn't hurt.

Kindof.

The problem is: quickly fixing problems (or preventing problems) benefits from having a good understanding of what the code is doing.

If you do have a suite of automated checks that's comprehensive enough that if it passes, no one will have any problems with the result, I think I'd agree. -- I don't think we're quite there at the point where "programming" is coming up with that suite of automated checks and then just not regarding the source code of the program itself.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#155
post #143
post #71

Earlier quoted context omitted.

Some people, myself included, think that announcing a conversion from Rust to Zig as an experiment then jumping to putting it in the alpha train for public testing/consumption without any real explanation in the span of around 2 weeks is irresponsible and reckless. Blogposts were promised, details were hinted, but no, it’s just full steam ahead because the AI worked so well. The converted unit tests all worked, all t…

They are looking for a different human buy-in. "Yes, the AI rewrote the code. No, we do not pretend that we've scrutinized the code, or that we understand it. It works, tests pass, so we don't care, and so shouldn't you. " The "recklessness" is offered as the new normal. Because it kinda, well, works for them.

What's working for them is having a huge amount of resources and very good people to design a cutting edge agent harness, RLHF the hell out of their models, and build out a tremendous amount of inference capacity. I'm sure their process for making code changes in any of their client apps is very fast, but a TUI built around a chatbot is also not a particularly complicated application. So yes it's working for them, but the vibecoding that they are selling is clearly not what they are doing in practice.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#156
post #62

Earlier quoted context omitted.

> Yes, Claude Code uses Bun. In fact, Claude Code relies on it as a core dependency and ships as a self-contained Bun executable. I... somehow did not know that.

You missed the day when they had their bun build misconfigured which ended up leaking the entirety of Claude Code's codebase? (I wish I was joking)

Pretty sure the author of Bun stated this was not related to Bun here on HN.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#158

I wanna know if these techniques would be useful for Emperor: Battle for Dune (2001). It's the first 3D RTS by Westwood Studios, predating C&C Generals by just a couple years. It's popularity was hampered by intellectual property disputes and a introduction of a new faction that diverged from the book series lore. The gameplay, soundtrack, and campaign missions were awesome.

Emperor was a great game. My only real complaint was the five sub-factions seemed to be imbalanced. I’d like to revisit to see if the was missing something.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#159
post #8

> Built on EA's GPL v3 source release via fbraz3/GeneralsX (which did the heavy lifting of the macOS/Linux port — this fork adds the iOS/iPadOS port and a set of engine fixes).

I have a Renegade one going that does all of this from scratch (different engine) so it's def more than capable!

Old renegade? Damn that was one of the first app.I played on a pc.bqck when I had 8086 hercules graphics card. Bring it back please!

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#160
post #28

Earlier quoted context omitted.

Yes! It's infuriating. I've tried prohibiting them in my AGENTS.md but it's not 100% effective. --- AGENTS.md --- ## Plain words, not jargon Don't use jargon-as-shorthand. Say what you actually mean. - Don't say "load-bearing assumptions". Say "the assumptions the xyz depends on". - Don't say "cross-service". Name both services, e.g. "whether the X service can derive duration without calling the Y service". "Cross-X"…

It’s crazy that straightforward rules like this can’t be followed and yet they think they can gate Fable

"The model refuses to follow my specific word detail prompts" and "The model refuses to perform hacking attempts" are on the same side of the model refusing to do something baked into it though.
Post reply on HN