epaga
Phase 1 (mid 2025): Have AI write the simple stuff if you want, but hand-write the important core stuff.
Phase 2 (late 2025): OK, let AI write the important core stuff, too, but review every line of code.
Phase 3 (early 2026): Wow, AI is making virtually no mistakes, so only review the important core stuff that it writes.
Now (since mid 2026): If using newer models like Opus 5.5 or Astra, no need to review its code as long as the behavior is as expected. I'm no longer a software developer or coder, I'm a software creator.
SubQ Snap – First Long-Context Decision Model for Real Enterprise Work
Interactive Coding Worlds with Real-Time Streaming Diffusion Render
AHM Statement on OpenAI's October 6 Release of Mathematical Documents
It may change in the months to come, but it’s astonishing to me how negative the outlook of Gen Z is on AI.
Shaders: Open-source WebGPU shader components and free design editor
Six-year-old Chinese girl sets world record with Rubik's Cube
Compositor – The Photoshop Alternative for Mac
Fermi.gg – Daily game based on the "Fermi estimation" technique
To me who has maybe put 20-30 hours into Factorio, this is even more impressive stuff than some of the Blender videos I've seen... just mind-boggling.
Codex on GPT6 Astra Low launched a rocket into space in Factorio Space Age 2.1
That idea bounced around in my head for ages until I decided back in February to give it a shot and make a prototype. It turned out that the prototype was a lot of fun so I kept going :)
I began working on this game just 6 months ago and have only worked on it in my spare time in evenings and on weekends, instead of playing computer games. I made the early decision to use Codex for 100% of the coding, that has been a phenomenal experience.
The only Image Gen AI I've used has been to clean up 2 old and weathered historical maps I found, to make them readable.
Still have over 25,000 Steam wishlists and growing. I'm super thankful and having a blast.
But I did grow up with Silent Service II. And it turns out, the subsim niche is bigger than I had thought. Very fun!
For Silent Shark, the map being kind of the "protagonist" if you will and then having the trays of buttons or instruments on the side was also kind of the idea in my head from the beginning.
Till now at least from sub sim fans I've heard nearly only praise for the design. But to be fair, most of the more famous submarine sims aren't necessarily known for beautiful clean UI anyways, so it's not like there are high expectations I suppose. :)
The only AI graphics in the game (as described on Steam) are literally just clean-up jobs of existing historical maps. That is it.
This is very much a hand crafted game. The design is my own - what I heavily used AI for was the coding side of things as well as for creating my own tools for myself to design things like ships, instrument dials, shipping lanes, etc.
Show HN: Silent Shark – tactical map-based WWII submarine sim
I posted an early beta of this game a few months ago: https://news.ycombinator.com/item?id=48180924 - May 2026 (45 comments) and today released the full version.You all gave extremely valuable and helpful feedback back then - thank you so much for that. It led to a lot of improvements:* I reworked the onboarding tutorials multiple times for clarity, adding protections to stop players from...
I designed Silent Shark to be the sweet spot of minimalism meeting realism of dials and procedures (like a simulated Torpedo Data Computer) that scratches my simmer geek itch without being impossible to write the game myself.
https://store.steampowered.com/app/4705650/Silent_Shark/
Browser demo: https://silentshark.app/alpha