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Tim Sweeney 谈 AI 编程:70% 的体力活交给 AI,程序员专注核心问题

“What matters is the end product, whether it's a game or an engine”. Well said!

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Epic 老大 Tim Sweeney 亲述:当年写 Unreal Engine 70% 时间是体力活,现在这些交给 AI 正合适,还夸 AI 意外成了解题高手。

Epic 创始人 Tim Sweeney 回忆写 Unreal Engine 1 时,30% 时间花在汇编纹理映射、C++ BSP 树、网络等硬核问题上,70% 是机械的打字和重构。他认为这 70% 现在交给 AI 已经够格,程序员可以腾出手做更高价值的工作。更让他意外的是 AI 表现出类似 insta-Carmack 的能力,能干净地解决难题,还能通过操作工具和理解原始数据文件在复杂 3D 场景中工作。他类比 1998 年放弃汇编改用 C/C++ 的经历,认为提示词驱动开发是下一次类似的跃迁。

原文 · Guillermo Rauch

“What matters is the end product, whether it's a game or an engine”. Well said!

“What matters is the end product, whether it's a game or an engine”. Well said! Tim Sweeney @TimSweeneyEpic When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone. 🔗 View Quoted Tweet 💬 22 🔄 3 ❤️ 134 👀 9073 📊 26 ⚡