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Why craft-lovers are losing their craft

writings.hongminhee.org

121–130 of 131 posts

Re: Why craft-lovers are losing their craft

#122

[flagged]

The output of hand watchmaking is likely also indistinguishable to most customers. I am skeptical that people buying 250k watches can tell if the perfect design was done by hand vs done by machine. The manufacturers play up the handcrafted nature to justify.

Re: Why craft-lovers are losing their craft

#124

Earlier quoted context omitted.

I see this fallacy all the time. Can a 40 year old man have sex with a 12 year old girl if she agrees? What if she's 18? The first is illegal and wrong. The second is legal but most people will tell you it's at least gross. Why? Because of the power differential. Starting a company takes investment (obviously money but also time spent on administrative tasks, hiring, marketing, etc.). Rich people can just buy compani…

There is no fallacy here. Just answer me this, instead of going on a rant tangent: Who does the cleaning? And what do they get for it?

There’s a bit of a chicken and egg problem here bc you’re applying asking how to apply cooperative organization theory to a capitalist organization. Presumably in a largely cooperative economy, the cleaner would be a worker-owner of a cleaning organization that provides cleaning labor to the manufacturing organization in question.

Re: Why craft-lovers are losing their craft

#125
post #2

The 'make it go' people that I worked with usually didn't understand many of the underlying code, and the 'craft' people always need to fix it. Craft people aren't losing anything. If anything, they are more valuable because they need to fix the slopware written by AI and the 'make it go' developers.

Meanwhile, Undertale, one of the most celebrated video games, famously has a 1000+ line switch statement and AI had nothing to do with it. Sometimes you have to bang out something that works, just to even get the chance to be annoyed at how bad it is for next version.

Toby Fox also took a LONG time to realize its sequel, DeltaRune.

He attributed it to not being able to program the more complex systems he wanted to build. So code earlier compounds later - good or bad. As is tradition.

Re: Why craft-lovers are losing their craft

#126
post #2

The 'make it go' people that I worked with usually didn't understand many of the underlying code, and the 'craft' people always need to fix it. Craft people aren't losing anything. If anything, they are more valuable because they need to fix the slopware written by AI and the 'make it go' developers.

Would you say mechanics, repairmen, and other trade workers are more valuable today? They have become rarer yes, and everyone thinks they must be making bank off their rarer skill set, and yet the actual wages those skilled people receive haven't gone up. Sure sure you can point to some random plumber living in the heart of NYC that is sitting on a multimillion dollar piece of land to hold their supplies and vans as…

I think it might depend on where you live. In Australia, tradies make bank.

Re: Why craft-lovers are losing their craft

#127
post #94

Earlier quoted context omitted.

I already see people using an agent to write a git commit

What’s wrong with that? The agent session had all the business context, knows what changed, and how we verified it. It takes 5s to turn that into a PR desc vs 10-100x that by hand

Im not even talking about the description but “commit this to git with the description x” type prompts

Re: Why craft-lovers are losing their craft

#128
post #2

The 'make it go' people that I worked with usually didn't understand many of the underlying code, and the 'craft' people always need to fix it. Craft people aren't losing anything. If anything, they are more valuable because they need to fix the slopware written by AI and the 'make it go' developers.

Perhaps, but damn, fixing shitty code is not the "craft" that I signed up for twenty years ago.

Re: Why craft-lovers are losing their craft

#129
post #34

Earlier quoted context omitted.

Game development is often a completely different set of skills and maintenance profile compared to enterprise SaaS development. Many single-player games especially indie ones don’t need to worry about multi-year contracts or having to work through many cycles of different developers coming in and out of a project. Having a 1000+ line switch statement seems totally reasonable on a project with a handful of developers…

I would suggest that the 1000 line switch statement implies a state machine that has suffered from the "state explosion". This usually results from an inadequate system-subsystem decomposition and/or not considering modes, both of which lead to hierarchal state machines instead of one big flat one. This aspect of architecture is difficult to teach, it is one of the "black arts" that comes from experience and is diffi…

https://i.redd.it/vglorgtzx0kd1.png

can't find the actual code, but its a look up table for what dialogue to use. The existence of a switch statement does not force the code to be a state machine.

it could still be some architectural deficit around making it harder to look up the dialogue rather than having it in place when uts triggered, but it makes it nice to understand all the dialogue in the game at once

Re: Why craft-lovers are losing their craft

#130
I think the craft isn't gone, it's shifting. I use three different AI coding assistants depending on the task, and the skill is knowing what to ask for, how to review what comes back, and maintaining coherence across a codebase that multiple models have touched. The craft is now in system design, specification, and verification — not in typing the code yourself.
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