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I have several personal tools I’ve built and maintained.

It’s always more work than it looks. You can get to mostly usable tools quickly if your request isn’t too difficult, but every time I use them I run into another thing that needs to be fixed, changed, clarified, or cleaned up.

It’s fun at first, but over time you realize you’re spending more time building the tools than using the tools to build the thing you originally wanted to work on.

I think personal software is best for highly specific tools or for things you need to use repeatedly for a very long time.

For something like a SketchUp competitor, I wouldn’t want to try to maintain my own. The number of edge cases and features is bigger than you imagine up front, and the vibecoded version that might appear a few hours after your prompt is going to be very far from the version you want to use.

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I’ve been using the vibecoded Lightroom clone and it’s 5000 commits and around 20 releases in yet still has countless issues and missing features. I feel like it will get there eventually but the idea that you should just vibe up your own Lightroom rather than using an existing one is absurd with today’s tech. It’s still a massive amount of work even if it is way faster than ever before.

The vibecoded apps all rely on an army of users exploring the program and reporting all the bugs and edge cases. You don’t want to be doing that on your own.

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Isn't the whole argument that ai-driven code will reduce the time spent building because AI can do it now? And a SketchUp competitor by defintion will not be personal software just like SketchUp is not.
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AI can’t do it. You still have to hold its hand. You still have to sit there and ask it to do things. There is no fire and forget.
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For personal projects that don't matter? Sorry but that's your opinion at this point. I respect it but also fully disagree. Also even in that case, isn't it still reducing time and problems we have with pre-AI personal projects like maintainability and feature creep like you mentioned.
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> For personal projects that don't matter?

My personal projects matter a lot. For some of them I am trusting my private data in the code, so I need to hold it to a high security and privacy standard. For others, I have hundreds or thousands of users (game mods, helper tools for hobbies, etc.), and I don't want to ship low quality to them.

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It’s just my opinion that you have to ask the LLM to do things? Seems like reality to me tbh.
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I was talking about AI developed tooling.

It’s amazing that you can get something usable quickly, but then every time you use the software you’re back in the AI working on your tool.

Using AI to build the tool becomes the project, replacing the project that led you to think about vibecoding a tool.

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My experience is it's short to get a working tool and long to finish. Many 3D modulers (blender for example) have literally 1000s of features. Yes, you might not need all of them but you probably need 100s, each with quirks and UI/UX decisions. Just iterating on camera controls can take days. You get an orbit camera working via a prompt. But then find it only zooms in/out so far because the LLM decided that was ideal. So you prompt to fix that. Then you find moving the camera is not zoom aware so it moves in meters per frame and when you're zoomed in things move too faster. So you prompt to fix that. Repeat 10000x. Every feature, extrude, bevel, chamfer, subdivide, select vertices, select faces, select edges, etc etc all require this handholding and finese.

At least that's my experience.

Small tools with few features is great. a 3D modeler is not that.

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> I wonder if we are entering an era in which it’s just better to build your own tools

Not necessarily. But only if what you need is not available in open source or not achievable by forking open source. Otherwise it’s a waste of money (token) and attention. This is a significantly smaller pool that “build [all] your own tools”.

Although, AI mega corpos would love if we do constantly re-build everything. You can tell by the tendency of the agents to write everything from scratch instead of importing the code that does the same thing or better.

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I really appreciate this sentiment, and at the same time there are real opportunity costs to building and maintaining your own tools. Even in the era of tokens.

I think it comes down to where you want to spend your time and attention.

https://www.winestockwebdesign.com/Essays/Lisp_Curse.html

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I definitely find it easier to create the subset of blender that I need than learning blender, even if it is throwaway.
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To offer a counterpoint, I’m currently spending a lot of time on the other side of this: having my agent use blender in the background and build on top of it. My agent can drive it well and I’ve benefited from its import capability, renderers, layering, and simulation. I get a lot from blender, even though I don’t ever see its UI.
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And a fantastic learning experience
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I don’t see how this could be faster (and not buggier) than generating a script to make what you want in Blender for you.

You’ve likely just switched hobbies to your Blender clone instead of what you wanted to make.

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I ... really..? What sort of stuff are you wanting out of Blender? If it's 3d printing, you probably literally just need to do the soda can or donut tutorial - not even the whole donut tutorial.

Like, I have to imagine that 80% of the "quick stuff" people need to do in Blender would be done with:

* create quad * exude like 5 times * done

Maaaybe

* perform boolean operation between object and a circle or 3

---

Like, I have less than 200 hours in Blender and I was pretty functional after like ... 30 minutes to an hour of a single tutorial.

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I have always been skeptical of the reality of this, especially for businesses. But then one person on our CSM team spent a week building an alternative to Gainsight, saving the company like $90k a year. Granted, it required a technical person to do it even with vibe coding, but it doesn’t take much of his time to maintain it.
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> At the same time I wonder if we are entering an era in which it’s just better to build your own tools

I wonder if Claude Code and other similar tools start to maintain their own base apps that everyone keeps asking for? This would be like a "cache" that makes the requests cheaper/easier to deliver?

Then everyone's "own" apps is really just a customization layer on top of a solid base that already does all the heavy lifting.

So many people are building their own versions of:

- PDF editors

- Word processors

- 3D editors

- Video editors

- Pixel-based image editors

- Vector-based image editors

- CAD editors

etc.

In some of these there are a few flavors as well that are major architectural choices. But most of what people are doing is just playing around with UI and file formats. Much of the functionality is generally the same.

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Sigh... are we really just going to re-invent plugins?
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We do need a safe layer for non-engineers to customize apps.

All these clones of Photoshop and similar tools are mostly dead ends, they are experiments to see if you can do it, but there will be a consolidation around regularly maintained and powerful and complete apps that likely also offer support.

These experiments are dead-ends for the most part long-term. Fun play things, but they will not gain significantly user bases.

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Isn't this more of an argument to use common OSS choices? Like, encourage people to use Blender for 3d modelling; LibreOffice for documents; Gimp, Krita, or one of the many other art programs for ... art; OBS for simple video stuff; and so on and so forth?
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I think that could be true once you're experienced enough to know what you want.

Before that, though, I think you have to learn what the experts do and what can be done and what you should want. And then you can start to make your own opinions.

By then, unless the major players have done it really wrong, you're not going to make something better than what already exists.

Right now, it's different, because we have that experience prior to the ability to just wish up an app and have it happen.

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I literally just had Claude build a 3D modeler slice of Blender that I wanted but that also works in VR [video: (https://www.reddit.com/r/aigamedev/s/q5Y6cskYb9)]

I think the value of adapting full tools to your own workflow far outweighs the maintenance costs nowadays. The tool above for instance took my agent a couple hours and it was good to go. It wasn’t a small slice by any means either: it supports edit/obj mode, extrude, loop cuts, modifiers like subdiv, save/load, undo/redo, bones, auto rig, posing, and more.

Mind you, this is a slice of an open source tool which was still outside of what I wanted from it. Cost wasn’t even part of the equation here.

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Very cool. I’m in the process of creating a video game and building all the tooling around it, both for me and the players. And also, for doing things like recording a quick sequence of gameplay, “sandwiching” it with an intro/otro and posting to YouTube, then ingesting the engagement data to show on the internal player… still early days, not enough data to start optimizing on it, but I’m really enjoying building exactly what I want as I go along

One of the tools (built for me to score options of different assets): https://id-le.com/review/intro-logo-animation

Video: https://youtube.com/shorts/tlI9_XBuqVk

Repo: https://github.com/nicobrenner/id-le

Online: https://id-le.com/

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That's a pretty neat looking program.

Since Blender is OSS, you could probably use one of the existing VR views for Blender and write a bunch of in-app Python scripts to do what you want, if you wanted to also be able to output to Blender files and work within Blender already.

This looks like a pretty well-trodden area in Blender.

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Yes I could fiddle and adjust - But see, i dont want that. I want a modeler that works how i want, some things that work like Blender and others that work a different way.

Adding scripts into an existing product does not serve this.

I think we are entering into a new era where we don’t need to accept fully featured software with all of its decisions should they not fit ours.

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You might be surprised just how much you can rewrite of Blender's UI if you want to.

And you get battle-tested software and a huge collection of existing plugins, operational modes, export formats, all that. Fully bespoke software for everything you want is a way toward losing interoperability between people and platforms.

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It doesnt have to be one or the other: you can have custom software that still works within existing/interoperable formats, as I’m doing here (im not planning to reinvent OBJ/FBX/BLEND)

But building up as opposed to building down or rewriting is freeing.

I can pull in ideas from Houdini and mix them in. I can use Blender’s source as reference for specific implementations should I need. I can keep my tooling specific to the projects Im working on and design it to fit that as opposed to build a workflow within a software meant to be general purpose.

IMO, this kind of full customization is going to become far more commonplace.

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Looking at CRM tools these days and they are so complicated that I’m thinking of just using my tool and add features as I need them.

Would love to hear advice from people who use CRM tools on the job.

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Skip the 3D modeler and have the agent do the operations directly instead.

A good visualizer might be useful thought! If that part of the work needs to be validated.

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Ask any 3D creative and you’ll know that AI is not yet sufficient to generate 3D models at the quality that most industries need them at.
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Once upon a time, not so long ago, people gained skills by learning about things instead of outsourcing all the hard parts.

By outsourcing the modeling to Claude or whatever, you don't learn how to build 3d models on your own. You've become dependent on the LLMs, and you're trivially replaceable by someone who can build 3d models on their own...because they can also learn to tell Claude to do all the work.

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I mean, there is value to artisan work (paying for it), and there’s value in quick stuff; but I’m not sure LLMs can do either in the case of 3d art.

Their models are horribly topoligized, which will matter for most use cases for models; and if you’re just using it to make a cube, it’d be better to learn the related program to do that.

People tend to ask LLMs to make full art pieces (a decade of specialized knowledge and muscle memory), not “draw me a square”.

In 3d art, there is a gulf between the easy stuff and the hard stuff.

Tl; dr: for 3d art, I agree.

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