The value of knowledge is plummeting. It can, will, and should be subsumed by LLMs. Consider London’s black cabs. Drivers pass a gruelling exam to prove they know “everything” about one part of London. But, Google Maps puts that knowledge and more on every rideshare driver’s dashboard, for free, no advance study needed. Map knowledge doesn’t make you able to drive. Driving happens in real time - steering, obeying roa…
One of the big issues with LLMs for e.g. systems software is that there are broad domains where training data effectively does not exist. Consequently, you can’t learn much from them of value. It is the blind leading the blind. The lack of training material for LLMs is of course a lack of training material for people too. Some areas of software have a long history of relying almost entirely on an oral tradition to pa…
We call this "tribal knowledge" in games. I despise it. It's done for a few reasons:
- NDAs make public knowledge a landmine. And every game studio makes you sign NDAs. Even at the interview stage.
- Churn. No one gets time to really develop expertise as they work on a project for 2-3 years and then layoffs come. Only a relative few become experts, and probably not because of the studio itself
- lack of incentives. Games aren't very connected with acedemia to begin with, despite relying so much on cutting edge tech. So the best resources for sharing such techniques is shafted. This is slowly getting better as more tech conferences talk about games tech, but it's a pretty slow tricke unless you come from one of the largest studios and specifically come in for R&D.
>If you want to get into an area like this, you often need to find a way to spend a lot of time with people that already know it.
All too true. Open source development is one bastion for this, but that's overall why I keep trying to stay in this domain. You literally can't get the knowledge elsewhere. And it's knowledge that directly leads to better looking, more optimal, and less buggy games overall.