• itslilith@lemmy.blahaj.zone
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    15 days ago

    Don’t copilot anything longer than a function of about 15 lines. That way you can quickly see if it made mistakes. Ensure it works, move on to the next.

    And only do that for boring, repetitive work. The tough challenges and critical parts you’re (for now) better off solving yourself.

      • coffee_with_cream@sh.itjust.works
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        14 days ago

        If you are using “game engine” in the industry standard way, you would want to learn object oriented programming first, then learn how to use an existing game engine, and then MAYBE, in a long time, with a big team, build your own game engine.

    • flashgnash@lemm.ee
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      15 days ago

      Absolutely, I think the people who say it’s completely useless for code are in denial

      Definitely not replacing anyone but my god it has sped up development by generating code I already know how to write 90% of

      No more having to look up “what was the for loop syntax in this language again?”

      • xavier666@lemm.ee
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        14 days ago

        “Copilot is really good at things which I already know” and that is perfectly fine

        • flashgnash@lemm.ee
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          15 days ago

          Exactly.

          It’s to speed up boilerplate and save you having to look up function names or language specific syntax for that one feature you want to use, not to entirely do your job for you

          • Ethan@programming.dev
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            14 days ago

            If I’ve been working in the same language for at least a year or two, I don’t have to look up any of that. Copilot might be actually helpful if I’m working in a language I’m not used to, but it’s been a long time since I’ve had to look up syntax or functions (excluding 3rd party packages) for the language I work in.