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Two contexts:

1. Workplace, where I work on a lot of legacy code for a crusty old CRM package (Saleslogix/Infor), and a lot of SQL integration code between legacy systems (System21).

So far I've avoided using AI generated code here simply because the AI tools won't know the rules and internal functions of these sets of software, so the time wrangling them into an understanding would mitigate any benefits.

In theory where available I could probably feed a chunk of the documentation into an agent and get some kind of sensible output, but that's a lot of context to have to provide, and in some cases such documentation doesn't exist at all, so I'd have to write it all up myself - and would probably get quasi hallucinatory output as a reward for my efforts.

2. Personally where I've been working on an indie game in Unity for four years. Fairly heavy code base - uses ECS, burst, job system, etc. From what I've seen AI agents will hallucinate too much with those newer packages - they get confused about how to apply them correctly.

A lot of the code's pretty carefully tuned for performance (thousands of active NPCs in game), which is also an area I don't trust AI coding at all, given it's a conglomeration of 'average code in the wild that ended up in the training set'.

At most I sometimes use it for rubber ducking or performance. For example at one point I needed a function to calculate the point in time at which two circles would collide (for npc steering and avoidance), and it can be helpful to give you some grasp of the necessary math. But I'll generally still re-write the output by hand to tune it and make sure I fully grok it.

Also tried to use it recently to generate additional pixel art in a consistent style with the large amount of art I already have. Results fell pretty far short unfortunately - there's only a couple of pixel art based models/services out there and they're not up to snuff.