I dropped my full sized keychron a while back and the pcb got screwed up at the usb c port, so I’m stuck on a 60%. It’s nice to have the extra desk space, but I’d be completely lost if I didn’t have a macropad. Even still, it’s kind of a pain in the ass sometimes. Eventually I’ll be not-broke enough to justify getting a new pcb, hopefully, but I’m not even sure how to order just a pcb from them. Giant pain in the ass.
I do like my little Newman board, though. It has some nice linears that I lubed up and I’ve got a tape mod on it. I miss qmk but it’s better than a membrane at least.
Originally I picked it up to use with my phone so I could get work done on the road without slowing my typing speed to a crawl and grappling with autocorrect. Made a decent backup!
AI is great for learning a language, partly because it’s the right combination of useful and stupid.
It’s familiar with the language in a way that would take some serious time to attain, but it also hallucinates things that don’t exist and its solution to debugging something often ends up being literally just changing variable names or doing the same wrong things in different ways. But seeing what works and what doesn’t and catching it when it’s spiraling is a pretty good learning experience. You can get a project rolling while you’re learning how to implement what you want to do without spending weeks or months wondering how. It’s great for filling gaps and giving enough context to start understanding how a language works by sheer immersion, especially if the application of that language comes robust debugging built in.
I’ve been using it to help me learn and implement GDscript while I’m working on my game and it’s been incredibly helpful. Stuff that would have taken weeks of wading through YouTube tutorials and banging my head against complex concepts and math that I just don’t have I can instead work my way through in days or even hours.
Gradually I’m getting more and more familiar with how the language works by doing the thing, and when it screws up and doesn’t know what it’s talking about I can see that in Godot’s debugging and in the actual execution of the code in-game. For a solo indie dev who’s doing all the art, writing, and music myself, having a tool to help me move my codebase forward while I learn has been pretty great. It also means that I can put systems in place that are relevant to the project so my modding partner who doesn’t know GDScript yet has something relevant to look at and learn from by looking through the project’s git.
But if I knew nothing about programming? If I wasn’t learning enough to fix its mistakes and sometimes abandon it entirely to find solutions to things it can’t figure out? I’d be making no progress or completely changing the scope of the game to make it a cookie cutter copy of the tutorials the AI is trained on.
Vibe coding is complete nonsense. You still need a competent designer who’s at least in the process of learning the context of the language they’re working with or your output is going to be complete garbage. And if you’re working in a medium that doesn’t have robust built-in debugging? Good luck even identifying what it’s doing wrong if you’re not familiar with the language yourself. Hell, good luck getting it to make anything complex if you have multiple systems to consider and can’t bridge the gaps yourself.
Corpo idiots going all in on “vibe coding” are literally just going to do indies a favor by churning out unworkable garbage that anyone who puts the effort in will be able to easily shine in comparison to.
It’s a good teacher, though, and a decent assistant.