Skip to content
View original post on X: Guillermo RauchX· 27/100AI score27/100

Guillermo Rauch praises focus on end product over engine

AISummary

Guillermo Rauch, co-founder of Vercel, says "What matters is the end product, whether it's a game or an engine." He is replying to Tim Sweeney, founder of Epic Games, who writes that AI now handles about 70% of the routine code typing he once did while building Unreal Engine 1, freeing programmers for harder problems.

Post on XView on X
Guillermo RauchVerified on X
@rauchg

“What matters is the end product, whether it's a game or an engine”. Well said!

Tim Sweeney@TimSweeneyEpic
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
View quoted post on X

Source: Guillermo Rauch · x.comPublished · added here