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Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Monday November 09, 2026 @11:30PM (#50436080)
I agree, but for some projects, that first vibed version is just about good enough and becomes the final version. I have a few things like that and it was nice not to have to bother.

For work stuff, I don't dare 'vibing' anything, and force myself through torturous design cycles and regular refactoring runs. But thats serious stuff with hundreds of thousands of users.

Btw. Fable 5.2 seems to burn through tokens with gusto. I ran my benchmark suite on it, added a complex feature to a hobby project (a gothic cathedral designer), and voila, 2 resets gone.

Re:Fable 5.2 one-shotted my nephew's dream game by vwolf on Tuesday November 10, 2026 @12:43AM (#50436525)
Which effort level did you use for that? (Will do my own tests with fable today)
Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Tuesday November 10, 2026 @01:58AM (#50436966)
Xhigh for starters. Running the mediums for comparison now.
Re:Fable 5.2 one-shotted my nephew's dream game by everforward on Tuesday November 10, 2026 @07:25AM (#50439340)
I think one-shorting avoids some of it because most of the project should still be in context.

I’ve noticed because I’ve been doing Clojure and turns are taking notably longer due to unit tests because it doesn’t really grok its own system anymore. It is like 20k LoC at this point with unit tests lol