4 words triggered a war
481 segments
Would you like to hear a controversial,
yet brave take in the 2026 year of our
Lord?
I read the code. Yes, that, my friends,
is now officially controversial. Now,
you're probably wondering, how is that
controversial? Well, it all started with
this nice little tweet here by Mitchell
Hashimoto, just expounding upon, "Hey,
what's going on with Fable?" A random
bot account said, "What metrics are you
using to measure success of this
approach?" I read the code. And this
right here got 800,000 views, just
saying, "I read the code." And then a
lot of people started chiming in saying
how much they also can see why reading
the code is actually a good thing,
except for Burke right here. Hey, Burke,
I actually appreciate that response.
Honestly, out of all the responses of I
don't read the code,
based. So, I figured I'm going to have
to open up a Yapp request on this one,
because we have to We just have to talk
about this, okay? There's no stopping
There's no stopping the words coming out
of my mouth at this point. And so, I
would actually like to maybe add a bit
more color to this talk, because here's
the problems that I just generally see
with the internet. First off, there's
just a bunch of bad engineers on the on
the internet. And they can say whatever
they would like to say, and this kind of
adds fuel to the fire of this entire
discussion. You know this. You've worked
at a job Well, most of you've worked at
a job. And you guys have seen teammates
and co-workers, and you're like, "How
are you employed? What is go" And yet,
these are the people also giving great
advice on Twitter. Second, there's
always people selling something, right?
They're always selling you something,
and this is that entire crowd that
exists. And third, there's always this
compiler argument that people make on
the internet. I don't know what it is
about. Stop, please, for the love of all
things good and holy. Stop comparing an
AI to a compiler, okay? This It's just
It's just a bad comparison. We can just
move on, okay? No need to expound upon
that. It's just bad. It has been bad. It
will continue to be bad. All right, but
I am actually going to give you what I
consider my framework for should you
read the code? Yes, I cannot believe I'm
saying these phrase I can't believe I'm
saying this, but hey, we're going to say
it anyways and we're going to actually
I'm going to actually going to give you
what I think is actually really good
spot-on advice. I'm going to give it to
you in three different ways, but before
I give it to you, babe, I would like to
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just read the code. So, I'm going to
give you my thoughts on this whole read
the code, don't read the code argument
and where I think everybody's
effectively wrong. I think the answer is
just significantly more complex than
that. And so, I'm going to give you kind
of three different examples or three
different ways in which I approach a
problem that kind of change the varying
degrees in which I'm going to read the
code. I think the third one is the most
interesting one because it's probably
the one that I think most people are
going to start falling into over the
course of the next year. But let's just
start with the first one, the don't read
the code ever. I do think that there's
actually just an entire set of projects
and things you should be doing where you
just don't read the code. The whole
purpose of it is MVP exploration. Now,
there's this thing that I used to get to
do at my job back in the day before all
of this AI crap kind of came out is you
used to get to put on some headphones,
throw on the Lord of the Rings and the
soundtrack and then just program for
like 16 hours straight cuz your goal was
to just create a nice little prototype
of some new things so everyone can come
together and kind of discuss how does it
feel? Is this the right direction? Is
this what we want to see? And that
experience was quite magical. You'd end
up building it, you throw it all away,
and you do a bunch of learnings. And for
the unlucky souls, you would build it,
they would do your bosses would say,
"SHIP THAT STRAIGHT TO PRODUCTION." And
that's what you would be now using for
the next year and trying to fix. So,
something I've been really kind of
playing around with the idea of is
actually getting an agent and the linear
MCP and saying, "Okay, let's discuss all
the things I kind of want to build."
Having it all go and be made as tickets
on linear and then just saying, "Hey,
loop and make all of that for me." I'll
come back in 12 hours and boom, the
thing is done. And I can try out my
idea. Was this a good idea? Like, I
don't even have to use expensive models
for this to work. I'm just there to see
does the idea actually work? Can it feel
good? I'm not going to keep any of the
code. Lord, no. I'm going to just simply
use it as a way to test out new ideas
and new ways to approach this. I've been
kind of starting to toy with this with
my game development. I go, "Okay, I
really want to try out this kind of
different way of doing things." Hey, I'm
going to kind of specify a bunch of
stuff, create 15 linear tickets, loop
And then just come back later and just
see how it feels. Now, I think this is
an excellent case for don't read the
code. I don't care what the code is cuz
I'm throwing it away. This is purely for
feels and for good times, right? I if it
does feel really good and I want to
proceed with it, I might just take a
peek at the code, see, "Hey, how did you
accomplish this?" If there's anything I
can like or glean from it, I will take
it. But generally speaking, I RMRF that
crap as fast as possible. I also think
there's just this second category of
just internal tools that need to be
created. No one's going to create them.
You just need to get them out there
because they're going to make
everybody's life a lot easier and
they're going to be fantastic to use.
And so, just it doesn't matter the
quality. It is about the perceivable
value of them. At some point, you may
need to go in there and you may need to
start reading the code. But to kind of
get the idea out there to see if it
actually really makes people's lives
better. Again, this is kind of prototype
MVP phase. I think it's just so
important. All right, so the second kind
of category of read the code, if we
will, if it's a spectrum, is just read
every single line. Now, me personally,
been developing a sweet little video
game. Here's the sweet little video game
right here. Yeah, I made all those
animations. I made the card draw. I made
all these kind of things. They're
absolutely fantastic. Made these little
boop. Put it in there. Do this. Faster
turns. Right now, I don't really care
about the speed, how it looks. Right
now, I look this the arrow's even
sideways cuz I have the rotation off by
90°. I don't currently really care about
that because right now my goal is to
make this game. The process of making
this game, the process of going through
everything is part of the entire quest,
right? I want to be able to create this
and love this, not just externally, but
also internally. I want this to be the
best thing I've ever created. And so, I
actually care about this a whole bunch.
And there's a different kind of style of
development I would like to take about
the things I really care about and I
really want to be exactly the way I
want. Because the more I were to
introduce a vibe coding into this
situation, there's things I couldn't
control like exactly how does this feel?
I don't know if I could control that
nearly as well if I didn't if I didn't
have the full kind of programming
ability where I understood and knew
everything that was happening on here. I
know exactly how this highlight works. I
know exactly how this drag works. I know
exactly how that shrink works. I know
exactly how that placement works, how
the upgrades are calculated, how
everything flows through the system. And
so, this is a very special kind of
project to me. And there's also just
tons of great software out there that's
making tons and tons of money where
people just do this. I don't think this
is really an argument for or against
software being made by hands or by
agents. It's more that this is just what
I care about deeply. I do think that
this realm of programming is shrinking.
Like the in in all honesty, I think that
the amount of times you need to be
perfectly concerned about every single
line of code is just fundamentally going
down. But for this particular project, I
want to be concerned about every line of
code. I actually do want to be engaged
in how it looks, how it feels, just
exactly every last part of it. And since
I want to be that engaged, I feel like
the only way to be that engaged is also
to be engaged on the line count and
exactly what is being produced for
everything as well, for better or for
worse. All right, so the third category,
the one that I actually think is much
much more interesting on this whole read
the code debate, is is there a halfway
ground? Is there some sort of in between
of like I don't read code and I read
code. Obviously, there is some sort of
level, but what does that actually look
like? Well, if you look at this thing
right here, what you will see right here
is a program that I have created. It
actually plays that same game in which
you just saw, but it plays it in a
headless mode, so I can actually see an
AI play my game. Right now, you can see
exactly what's in my hand, you can see
my towers, how much ammo each one of the
towers have left, the upgrades that are
on the towers, the in-game upgrades that
happen to each tower. You can see
everything about it. Pretty kind of
cool, right? This is being completely
played by composer 25 fast. I don't It
just goes and it runs and it plays the
whole game. So, that thing that you just
saw there, the actual runner itself, I
kind of have what I would consider a
unique way to approach this. So, the
first thing I do is I go and like I
build the components, right? So, I'm
like, "Hey, okay, this is how I want you
to run cursor. This is how I want you to
run the agents. This is what it looks
like. This is what the interface should
look like. I should be able to call dot
prompt on it, and I want to be able to
pass in these things. This is the exact
shape I expect." It goes off and it
builds it. I go and kind of test it and
okay, yes, that's exactly it. Next, for
this particular thing, I built the
client server, right? It's the client
server interaction, and I want to be
able to add certain methods to it so I
can call calls onto the server that will
then route them into my game and be able
to run. Like, I want to be able to start
a new game. I want to be able to end a
game by by ID. I want to be able to go
and move a mouse by certain game IDs. I
want to be able to have 10 games running
at the same time with 10 agents all
running the games at the same time. So,
after I take the time and think really
hard about the API APIs I need for each
one of the parts, the thing I do is I
actually handwrite the actual piece of
like integration logic. So, for this
one, this is the run loop that actually
goes, "Okay, if I'm in my title screen,
character selection, or victory, or
defeat, I want to kick off the starter."
The starter is this starter contents
persona, and the starter MD is just
something all it does is like, "Hey,
your only goal is to go in and figure
out how to get from the defeat screen or
the victory screen back into game mode."
Like, that's it. If you're in the title
screen, get to game mode. If you're in
the character select, select blacksmith.
That is it. Go to the game mode. And so,
this is by the way, this is what they
call building a harness, blah blah blah,
but I didn't write this mode function
right here. I know what it does. I set
up the interface for it. I wanted this
exact interface. I made sure it's doing
all the right calls. I make sure that
start actually starts a Mordoria game in
the background. I make sure that end
ends the exact, you know, item that I
want to make sure it's ending. It's not
just ending some random game. But,
nonetheless, this whole idea of being
able to be like, "Okay, here's all the
pieces I want. I will do the integration
programming. I'll actually do the
application programming, whereas you do
all the rest of the stuff." I found this
to be very, very nice because I didn't
write starter. I said, "Hey, make it
like a top-level thing and read a file
sync and do all that." And if you look
through exactly what it does, it jumps
in here, and somewhere along the way it
does a whole reading of the values, does
everything, puts all that crap together.
I don't care how it got there. I just
care that it got the prompt at the end
of the day. That's it. That's all I
wanted. And then for me, it's like, I'm
the one going, "Okay, here, this is what
I'm going to do in this mode. This is
what I'm going to do in this mode. If I
encounter a mode I don't know how to
handle, I want to intentionally print
that out and throw an error. And then I
want to kill the server at the end. I
want the whole thing to die, and I want
the game underneath it to die." And so,
for me, this is like this third approach
that I actually think is going to be
much, much more popular over the next
year, effectively. Is that you really
are starting to design on the interface
{slash} the function level. The function
contents themselves you care less about,
but at the function level, at the type
level, you're like, "This is what I want
to see. Now move quickly." Now, this
works really, really well if you have a
couple pieces. First off, you have to
know how to build things, right? I think
if you don't know how to build things, I
think this is really hard. You don't
even know what the right interfaces are,
let alone you don't know how to actually
like iteratively build it with an agent.
Hey, build this command to be able to
run stuff from the command line. Okay, I
want to take that. Okay, this is how I
want the server to look. Okay, this is
how I want each endpoint to look, right?
Like you don't have how you would
normally build it already built into
your head, so how are you going to get
the, you know, the client or the agent
to be able to respond properly. But
second, more importantly, I think that
this approach, it really allows you to
kind of flex all of that knowledge and
move quick enough to where you get a lot
of the benefits of the agents and being
able to move really fast, where the
parts that you're actually concerned
about, you can really kind of just dial
it and go, "Okay, these are the things I
really want to have happen. I want this
and I want this and I want this, and I'm
going to have this nice compact 50, 100
lines of code that are just mine, and
the rest of it, the 1,000, 2,000 uh
lines of code that is just like getting
everything set up so that the actual
thing works, uh out of my hands now. So,
I think that most of the ideas about
read the code suck. Okay, I think you're
going to go on the internet, you're
going to read a bunch of people's
tweets, and they're all going to come
down to, "You should never read it." or,
"You should read it 100% of the times."
And I think there's just a much more
kind of gray answer to this whole thing.
I will keep on reading more Dory source
code line by line, and I'll be hand
editing a good portion of it always and
making sure that it always stays at the
exact level I want it to be, because it
is my game, the way I want it to be. I
want every last feel of the game to be
exactly the way I feel like want it to
feel in the exact polish I want it. I
want to be able to control that. Now,
there's a whole set of programs where
that concern is much more fluid, if you
will. Yeah, that looks about right. Yes,
this is okay. And that I can move
faster. And then there's some programs I
don't care at all, right? I can just
vibe I just want them to work once, or
maybe I just want to work this one
little simple kind of reproducible
script to just run whenever I need it to
run. I don't really care how it looks, I
just want it to work. And so, please,
for the love of all things good, don't
compare AI output it to a compiler. Stop
saying you should always do one or the
other, and just also have a little bit
of fun, okay? If you're a person that
just refuses to ever use an LLM because
you think that it writes terrible code,
just buy code something for once. It's
kind of fun. You'll go, "Oh, yeah,
that's pretty cool. That was pretty
nice." But don't do anything too
serious, you'll drive yourself nuts,
right? Like you just got to know your
weaknesses and strengths. It's pretty
easy. And then you can actually have a
much better time because I think we live
in such a wonderful and beautiful part
of the world ever in the sense that
everything that is up here, you can now
manifest onto a computer. Like that is
so cool, and it's never been easier.
Every single year that bar for
manifesting goes significantly down.
This ain't the '90s anymore. We don't
even have Most of you don't even think
about memory allocations. When was the
last time you thought about the stack,
bucko? When was the last time you
managed some memory? I don't think you
have. I think you just live with a
garbage collector. You slob. Honestly,
garbage collector's pretty great, also.
Can I just say that for a second? The
thing is is this kind of argument always
makes me a bit sad because it's just a
bunch of people who had something that
worked for them in some particular
situation, and then they prescribe for
everybody else this exact same approach
when not all software is the same. Like
the software I want NASA to write should
look nothing like the software I want
some random web web crud app, right?
Like these should have vastly different
experiences, and I'm okay with that, and
you should be too. The name
is the primogen.
Ask follow-up questions or revisit key timestamps.
The video discusses the controversial topic of "reading the code" in software development, especially concerning AI-generated code. The speaker criticizes common internet debates and proposes a nuanced three-category framework: "don't read the code" for rapid prototyping and internal tools, "read every single line" for deeply personal and high-control projects, and a "halfway ground" where developers design interfaces and integration logic while AI agents generate function contents. This "halfway ground" is predicted to become the most popular approach, balancing speed and control, requiring developers to understand how to build systems and design good APIs. The video advocates for a flexible approach, acknowledging that different software types require different levels of code scrutiny, and advises against rigid rules or comparing AI to compilers.
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