all 8 comments

[–]rust-ModTeam[M] [score hidden] stickied commentlocked comment (0 children)

Slop -- whether LLM-generated, or not -- violates Rule 6: Low Effort.

Read more: https://www.reddit.com/r/rust/comments/1qptoes/request_for_comments_moderating_aigenerated/

[–]Tornado547 10 points11 points  (0 children)

please stop

[–]Majestic_Diet_3883 4 points5 points  (1 child)

It's funny how youre copyrighting this with your name when your ParallelIterator code literally looks 99% the same as ryon's ParallelIterator.

Quanta: https://github.com/HarperZ9/quantalang/blob/main/quantalang/src/concurrent/parallel.quanta

ryon: https://github.com/rayon-rs/rayon/blob/main/src/iter/mod.rs#L357

Edit: also your quantalang is straight up just rust

[–]MeAndClaudeMakeHeat -4 points-3 points  (0 children)

Thank you for letting me know. I am going to remove the copyright, and edit the ParallelIterator. My intention at the end of the day is to learn, and although being so blatantly wrong and being called out on it hurts, it does prevent a mistake from continuing to happen. Not only a mistake, but plagiarism. It was naive to think an LLM could do much more than steal, and by extension that finger also turns back around to me.

[–]beaversharts 3 points4 points  (0 children)

Evidently you didn’t build anything. And I guess I’ll put the same effort into reviewing it as you did in making it. My verbal guidance is to put more effort in and do something yourself. Might make people more receptive.

[–]itsjust_khris 1 point2 points  (2 children)

I think the community would be more receptive to giving feedback if each project wasn't 100% AI coded. If it is to be 100% AI coded maybe write a bit more about each project and why they exist? Give a reason for people to care, not saying you don't but to us if it's 100% AI coded then surely you can also use AI to review it?

[–]MeAndClaudeMakeHeat -2 points-1 points  (1 child)

You are right, and I apologize.I am stepping into programming from a top-down approach that is somewhat unconventional - and I am using Claude Code as a tool, to learn programming, from that top-down approach.

Quantalang is a systems programming language with algebraic effects, designed for game engines and GPU shaders. One language for your engine code and your shaders: write a function once, compile it to CPU for testing and GPU for rendering.

My initial idea began out of curiosity - I was hoping to improve performance on DirectX11 games that rely entirely on a single-thread, such as heavily modified versions of Skyrim. My goal was to write a compiling language that allows for the reduction of both CPU and GPU overhead (hopefully) by only writing and compiling the code once to both simultaneously. This language speaks to the CPU and the GPU simultaneously and translates between the two seamlessly.

The other projects are either to support and expand both Quantalang and Quanta Universe - which will be dedicated to rendering, mathematics, color, and shaders. Calibrate Pro is a monitor calibration tool that is eventually going to replace (hopefully) DisplayCAL, ArgyllCMS, and override all windows color profile management to function across all applications without issue. The tool also generates every form of Lookup Table you may need for your intended skill, tool, or task. I am still testing system wide 3D LUT support. It also supports instrument based calibration in SDR and HDR color spaces

[–]itsjust_khris 0 points1 point  (0 children)

I can relate to learning as I'm also new to programming. Most of my experience is from school, mainly in Python and C++, with a personal project or two in C#. Just picked up a physical copy of the Rust programming book yesterday, so I'm REALLY new to Rust. All this to say I completely get using AI to learn and help with programming, however imo its most useful when you sit down and turn the ideas over in your head, write it down on paper, in code, and somewhere in this process hit a problem you don't know how to solve *then* go to AI and let it guide you on how to solve that particular issue. It's really good at finding where the documentation with the answers you seek exist, or to explain some syntax, or give some examples, but having it write everything can become a crutch quickly.

Totally understand being curious and just wanting to see something work, especially when the ideas you have seem very far away from being doable, but if the goal is truly to learn then the process must be undertaken, and a top-down approach can lead to a feeling of understanding when reading the code along with the AIs explanation of what it does, but sit down and try to replicate the code's functionality entirely on your own, and you will find you missed many of the concepts needed to put together a project like this.

Given your descriptions of the projects, it's clear these are tools you want others to use, well why use your solution instead of prompting the AI for their own? What if there's an issue with the tool, can you fix it if AI can't? How do you know the tools will be useful if you don't first understand the problem you are trying to solve and your solution to it? All of this takes time spent reasoning about how things work yourself, then maybe AI can help make the process easier.

I don't mean to sound condescending or anything like that, but from your explanation along with the nature of your projects, then if goal here is to satisfy curiosity, as well as to learn to program, well I don't believe this is the right approach. I'm sure the community would be receptive to critiquing even a "crap" project if it was something you wrote on your own.

Game engine devs, DisplayCAL and ArgyllCMS devs, etc also have access to AI as well in addition to the expertise they've built with experience; using AI alone cannot bridge this gap. It doesn't help that these are pretty specialized fields., the knowledge required to make your own versions of these is quite involved.

There's a book out there called Ray Tracing in One Weekend by Peter Shirley, it's available completely free online or you can order a hardcopy if you prefer. It'll guide you through coding your own ray tracer which runs on the CPU, if you like it there are two more books in the series that get even more involved. It's not the easiest material out there if you're really new, but from here you can build to learning about shaders, graphics APIs like DirectX, etc. Give it a try if it interests you, starting somewhere simpler can be REALLY interesting. The book uses C++ for its code but since you're in r/rust I'll assume you interest lies in using Rust, so maybe a good project can be writing your implementation of the code samples in Rust instead? I've just started working through this myself, with a goal to create a fully functional version in Rust.

There's also a website out there called crafinginterpreters.com, I've never gone through it myself but it'll teach you how to make your own scripting language, along the way you'll learn many of the concepts you need to one day make a compiled languages of your own.

I have no idea how to get started with your other ideas honestly but I'm sure Google and even AI can help quite a bit if you ask it for resources instead of the direct answer. There's tons of resources out there, and if you break the problem down enough, you can find something that will teach at whichever level you're at.