My personal insight on this: toy projects are fun not because they're small in scope, but because there's no downside to failure.
Production/professional software has significant downsides when they fail (customer unhappiness, professional performance and incentives, etc).
It's also why toy projects open up very innovative pathways. You tend to not be conservative with them, and once in a while something amazing ends up working. Bringing this non-conservativeness to professional software is a skill once developed makes your growth shoot up.
It's doable now. Someone just needs to do it. With voice now it's completely doable. Just throw it all together add some effects and you've got a great movie... In theory
There's still a lot of work to be done. It's good at making short individual scenes but when you start trying to string them together the wheels start to come off a lot. This [0] pretty basic police raid leads to shootout video for example turns to mush pretty quick because even in the initial car ride the interior of the car's size and shape warps pretty drastically.
Feels like there's going to be a dichotomy where the individual visuals look pretty good taken by themselves but the story told by those shots will still be mushy AI slop for a while. I've seen this kind of mushy consistency hold up over the generations so far, it seems very difficult to remove becasue it relies on more context than just previous images and text descriptions to manage.
Key truth: Parents, on average, request for this. They hold the school/university (not their wards) accountable for anything that happens to their wards.
I read Claude's "Sci-Fi First Contact — First Contact " entry. It's pretty good (and with some editing can be great - some of the ending seems slightly unearned). Has a Ted Chiang/Arrival vibe to it, is a very good first contact story.
Most folks here are communicating things without engaging with the content. We need a the Turing test for creative writing. I'd definitely not have guessed this was LLM written - seems like an experienced hand wrote it.
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One non-cynical take on why modern software is slow, and not containing optimizations such as these: The standardization/optimization hypothesis.
If something is/has become a standard, then optimization takes over. You want to be fastest and meet all of the standard's tests. Doom is similarly now a standard game to port to any new CPU, toaster, whatever. Similarly email protocol, or a browser standard (WebRTC, Quic, etc).
The reason your latest web app/ electron app is not fast is that it is exploratory. It's updated everyday to meet new user needs, and fast-enough-to-not-get-in-the-way is all that's needed performance wise. Hence we see very fast IRC apps, but slack and teams will always be slow.
Production/professional software has significant downsides when they fail (customer unhappiness, professional performance and incentives, etc).
It's also why toy projects open up very innovative pathways. You tend to not be conservative with them, and once in a while something amazing ends up working. Bringing this non-conservativeness to professional software is a skill once developed makes your growth shoot up.
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