[–] 2 points 21 hours ago (1 child)

which they are known to be able to regurgitate verbatim.

there are only so many ways you can write certain functions, and the most tedious part of generic application programming is configuration, where mostly there is no room for improvement; either the code is verbose or only decipherable by an established code breaker. hence modern SE has evolved certain patterns which you will find common across a variety of codebases.

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  • [–] 4 points 1 week ago

    nothing to be nervous about, its literally software engineering and project management 101, programmer writes code reviewer catches bugs, nothing goes to production. this happens all the time, has happened in the linux kernel way before LLMs were a thing

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  • [–] 13 points 2 weeks ago* (2 children)

    As some one here summarised it: it is to stop AI companies from getting free advertisement and endorsement, the kernel itself goes through an unbelievable amount of scrutiny so the disclosure requirement was irrelevant

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  • [–] 4 points 2 weeks ago (1 child)

    People against LLM parrot the same arguments again and again that it has simply lost its original meaning.

    copyright status is debatable

    debatable by who? who is going to settle this debate?, the courts who serve corporate greed?, Legislation made by politicians lobbied by SaaS companies? Anthropic? OpenAi? Microsoft?

    The "Copyright is debatable/ its just a plagiarism machine" stance is not the Leftist/ pro FOSS gotcha argument you think it is. The point of the FOSS movement was to have total freedom over software, and that freedom includes the ability to study, learn and use it in ways it was not intended for. To stand as the antitheses of that is make Steve Balmer happy

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  • [–] 20 points 2 weeks ago* (last edited 2 weeks ago)

    I advocate for a disclosure, blanket removal feels like censorship; even vibe coded slop is a project that might generate interest if it was made to solve some problem or showcase a new frontier, nature of OSS will push the slop out of the project eventually.

    When I say "slop", I refer to a huge codebase that does what it advertise but has no documentation on what it does internally and the primary poster cannot adequately explain what it does(code mudball esentially). but if its well documented and looks like it was put together with care, with rhyme and reason than I will defend against calling it slop

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  • [–] 1 point 2 weeks ago

    Me, I’m trying to learn my way around SDL3, which seems especially interesting as it also has a GPU API so programs should, in theory, automatically use the appropriate backend (Vulkan, OpenGL, DirectX, etc) without having to write in said spec. Once I have a better idea of what’s going on and what I’m supposed to do, I might create a FOSS game engine and a bunch of video classes explaining how and why I did stuff; so, don’t expect anything concrete within the next 6 months! I love being unproductive and those hustle-life fuckers can go fuck themselves

    As someone who is building said Game Engine in SDL3 using SDLGPU, I will have to warn you, the GPU api is missing a lot of features and suffers from some very annoying limitations that you have to workaround. The engine is still in development. The only reason I have not published the source yet is because I have still not figured out a satisfying multithreading architecture and also because i am showcasing parts of it as a 'mini project' for college credits. It should be finally ready soon, I have managed to get a doom style FPS working satisfactorily and the next thing I am fitting the engine for is Open World style asset streaming.

    That aside, it was the first big project that I tried using LLMs for, and mostly they were used for boilerplate(SDLGPU has a lot of configuration that needs to be laid out, moreover since this is an engine, there needed to be a way to change the config from the scripting layer) and generating giant switch-case trees for input handling.

    beyond that I have found that if I have written two disconnected modules that I need to connect, and if i can visualise mod1->[some sanitization]->mod2->output, I can confidently let the LLM handle that piping if i described it, but if it was even a degree more complicated than that, the LLM tended to do a poor job or radiated outwards and touched modules it shouldn't(not that it didn't give me the end result, just that it over complicated the solution or introduced 'slop')

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    spoilerWhen I say LLMs I always mean opensource, openweight models not OpenAI/Anthropic/X-AI crap, these companies are trying their darndest to spread misinformation and lobby to quell and prevent the development of these opensource models, they should be punished by creating an alternate ecosystem untouched by the opinions and whims of these feudalistic tech lords

    The exam/criteria should be broad and rigorous, The license issued and the exam should be private(tied to a handle not PI name), unique and publicly verifiable.

    Right now the onus is on individual projects to take a stance for/against LLM use for any contributions in their codebase.

    With all the opinions floating around regarding LLM use for programming(most of which i feel is either misinformation, or technophobia), I think this would at least stem some of the legitimate concerns regarding competency and responsibility.

     

    Source release soon, I made this as my final project for a course I am currently doing(pretty overkill for a 1 credit course but i digress), I am planning on hosting the project on codeberg, but I am deferring for now as final grading is still left.

    for those who are interested: Its written completely in C, with SDL_GPU as the graphics api.(I didn't want to make it in openGl as its pretty clear its dying)

    Its deeply integrated with a companion C extension I wrote for python, this allows me to write game scripts in python, and crucially allows the game developer to leverage existing popular python libraries. Because of Python's recent proposal to drop the GiL, I feel that choosing python as the scripting layer is the right call for wider adoption

    I was pretty prudent with my design philosophy regarding what python is allowed to do and what the engine handles(limiting my use of creating PyTypeObjects for everything for instance, even game objects are just integer handles in python).

    Whats not here yet is multithreading, a collision system and a physics engine, but because of python support I was able to demonstrate physics using the pyBullet library, its quite performant and was able to handle about 300 physics object on screen with collisions without dropping frames.

    I am planning on opensourcing it under a suitable license that is not MIT, something like GPLv2 but I might change my mind.

    I am looking for contributors, this was the culmination of over two months of research, scrapped code and sleepless nights, it took me a solid month of experimenting and headbanging with various existing rendering libraries like bgfx before I finally bit the bullet and wrote a renderer based on SDL instead, but i am still new to graphics programming, hence the default shaders are a bit wack.

    I hope this generates enough interests to garner some momentum, and if you have any questions regarding this project, how an object script looks in python etc feel free to ask.

    spoilerRegarding the name SPGE: it stands for 2 things, SimplePythonGameEngine which I feel its already achieved and SoftPhysicsGameEngine which was my original goal and name, its still the goal, but I underestimated how much work the other parts of the GE would take.

     

    I was having some iwl wifi microcode errors for 05:00.0 Network controller: Intel Corporation Centrino Advanced-N 6235 (rev 24)

    which was making my system unresponsive to the point that it messed with login.d and prevented my system from shutting down.

    after a few days of this I resorted to removing the modules but when I ran this after stopping networkmanager sudo modprobe -r iwldvm iwlwifi this happened and when I did sudo lsmod | grep iwlwifi

    this was the output

    iwlwifi 585728 -1 
    cfg80211 1495040 1 iwlwifi
    

    I have since successfully blacklisted that module but any insight will be helpful as I am without wifi for the moment

     

    I was having some iwl wifi microcode errors for 05:00.0 Network controller: Intel Corporation Centrino Advanced-N 6235 (rev 24)

    which was making my system unresponsive to the point that it messed with login.d and prevented my system from shutting down.

    after a few days of this I resorted to removing the modules but when I ran this after stopping networkmanager sudo modprobe -r iwldvm iwlwifi this happened and when I did sudo lsmod | grep iwlwifi

    this was the output

    iwlwifi 585728 -1 
    cfg80211 1495040 1 iwlwifi
    

    I have since successfully blacklisted that module but any insight will be helpful as I am without wifi for the moment

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