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klaussilveiralast Tuesday at 8:49 PM2 repliesview on HN

I'll be specific:

I've been recently working with Opus 4.5 and GPT-5.2. Both have been unable to migrate a project from using ARB shaders to 3.3 and GLSL. And I don't mean migrating the shaders themselves, just changing all the boring glue code that tells the application to use GLSL and manage those instead of feeding the ARB shaders directly.

They have also failed spectacularly at implementing this paper: https://www.cse.chalmers.se/~uffe/soft_gfxhw2003.pdf

No matter how I sliced it, I could not get a simple cube to have the shadows as described in the paper.

I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php

As well as the official notes that explain the engine differences: https://fabiensanglard.net/doom3_documentation/DOOM-3-BFG-Te...

I did that because, well, I had ported this job system before and knew it was something pretty "pluggable" and could be implemented by an LLM. Both have failed. I'm yet to find a model that does this.


Replies

dustbunnylast Wednesday at 7:15 AM

It's funny, I've also been trying to use AI to implement (simpler) shadow mapping code and it has failed. I eventually formed a very solid understanding of the problem domain myself and achieved my goals with hand written code.

I might try to implement this paper, great find! I love this 2000-2010 stuff

show 1 reply
simonwlast Tuesday at 9:01 PM

Thanks, that's very specific! Sounds like that's out of reach of the current generation of models.

Will be interesting to see if models in six months time can handle this, since they clearly can't do it today.