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I guess because you see 3D stuff in a 3D game instead of text, people assume that it must be the most complex thing in software? Or because you solve hard math problems in 3D, those functions are gonna be the most loc?

It's a completely different domain, e.g. very different integration surface area and abstractions.

Claude Code's source is dumped online so there's probably a more concrete analysis to be had than "that sounds like too many loc".

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It is a different domain but that wasn’t your argument. Your argument was that someone was comparing it to a POC when in fact they were comparing to a finished product.

Also a AAA game (with the engine) with physics, networking, and rendering code is up there in terms of the most complex pieces of software.

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They just claimed that you can build a 3D game in 500k loc, thus Claude Code shouldn't use so many loc. They/you didn't render the argument for that.

For example, without looking at the code, the superstition also works in the opposite direction: Claude Code is an interface to using AI to do any computer task while a 3D game just lets you shoot some bad guys, so surely the 3D game must be done in fewer loc. That's equally unsatisfying.

You'd have to be more concrete than "sounds like a lot".

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> Claude Code is an interface to using AI to do any computer task

Shouldn't interfaces be smaller than the implementation?

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> Claude Code is an interface to using AI to do any computer task

Claude Code is quite literally a wrapper around a few APIs. At one point it needed 68GB of RAM to run and requires 11ms to "lay a scene graph" to display a few hundred characters on screen. All links here: https://news.ycombinator.com/item?id=47598488

> while a 3D game just lets you shoot some bad guys, so surely the 3D game must be done in fewer loc.

Yes, most games should be done in fewer loc

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