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Posted by senko 2 days ago

“Code was never the hard part” is an insult to all programmers(blog.senko.net)
921 points | 566 commentspage 17
steelkilt 2 days ago|
It’s not that coding is easy. That misses the point. The point is, coding is recurrent. Automation follows recurrence, not ease.
snickerbockers 2 days ago||
>If coding is easy, was Carmack just at the right place at the right time?

Yes, it's fairly axiomic that he was "just at the right place at the right time" because there are dozens of modern "boomer shooters" on steam that are not nearly as successful as DOOM or Quake. You might counterargue that its always harder to do something thats never been done before but that would only be a tacit admission that coding actually was the easy part in that case.

dimgl 2 days ago||
> Code was never the hard part

And yet I spent a majority of my career fixing mistakes, including my own

453yuh46 1 day ago||
>>“Code was never the hard part”

It really depends on how that phrase has been used, as coding to me and to others was never hardest part - dealing with other BS however still is. I don't feel insulted at this expression at all, but it sure sounds like something that "modern audience" members would say, where it does not matter what you say, but how insulting it is perceived by others - by their definition and withing their limited scope of perception.

>>If coding is easy, was Carmack just at the right place at the right time?

Yes, coding here is not so much important as mathematics and algorithms and showman figure of John Carmack makes him more than just a coder that goes to recluse to do coding. The successful engine for DOOM and licensing it to other (lazy?) developers that did not want to make their own engine(or were unable to make their own) is comparable to success of coder known as Bil Gates(notoriously known by directed hate at him). Apart from those games, that were successful with DOOM engines, there were many that were not so successful and even failures, but those are not(and should not) attributed to success of DOOM engine. Not to mention, that there were also successful games that did not use DOOM engines, but it seems that it is hard to imagine such thing when new game developers only know and are using Unity nowadays...

I enjoyed Sid Meyers and Jon Van Caneghem games more and I was spending more hours with Civilization and Heroes of Might and Magic games than Wolfenstein and DOOM. Also, as someone that was marveling at demoscene that was thriving at that time, it sounds like insult to think that gaming industry and coding as art was thriving only because of few people - it was a culture, where giants like IBM were molding it for decades.

>>>Those decades spent fighting memory bugs in C or C++, with the scars to prove it, are worthless in the age of Rust, Go, Python and JavaScript.

LOL. When dealing with myths surviving from past you need to develop whole new mythology.

If you fought memory bug once you don't need decades to deal with them repeatedly... also Rust clearly is not ready to be used to make games with "safe code". I would assume that you can make application made with Rust to slug your OS resources by intention as well - the fact that these things were done before unintentionally does not make much difference how language can be used. Python is not the best example as well, as wrong indentation can make your program behave in ways you did not expect and finding and correct that indentation can be a challenge if that indentation is not perceived as error by compiler - not a problem if you are only using Python as interpretative language with one line codes.

nomilk 2 days ago||
> talking to users ... good code ... we should aim for both

tl;dr nothing has changed.

atoav 1 day ago||
Huh? I am a passionate programmer and I always say that code is not the hard part. And what that means is simple. Beginners in the field of programming will say things like: "Do you really understand what all this gibberish looking text means?". It is a bit like asking a sound engineer whether they really understand what all the knobs on their mixing console do.

That is not the hard part, even it may look like that to the layperson. Understanding the knobs of an audio mixer or the syntax of one or many programming languages is not the hard part. The hard part is to know when to turn which knob, by how much and why.

PunchyHamster 2 days ago||
Don't get your panties in a twist over marketing slop selling AI to companies
keeda 1 day ago|
Hmm, hasn't "code was never the hard part" typically been said when downplaying the impact of AI-assisted coding, rather than highlighting it for marketing purposes?
classified 1 day ago||
> Whoever you are, don't outsource your understanding, judgement, empathy and taste to AI. Don't abdicate your responsibility. Don't be a meat proxy.

Fully agreed. Nevertheless, I feel that the author took that “Code was never the hard part” way too personally and way too seriously. I think it's still a valid counterpoint to AI coding, even if it's very simplistic. If you look at the slop that LLMs spit out, then coding is still very much a hard part, for them at least.

nurettin 1 day ago||
I mean, yeah, we are pretty trash without years of domain knowledge. But programmers do have a large domain. Some are experts at a/v, some security/networking, some like to make games/demos. These domains were highly accessible to us and still are. It's not like we solved coding exercises all day when we weren't leasing our souls to companies.
torinhq 1 day ago|
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