I’ve just started recently using Claude after being very unimpressed with Copilot, but my current theory is that you should treat everything it writes like a PoC that you found in some obscure github repo. Use it as a reference that you can generate quickly, take out only the good parts, adapt them to your context. It’s harder to delete code than to write it, so it’s easier to just take what you like from its output, rather than try to clean up all the nonsense it generates.
How accurate that is and how useful it is compared to just writing it from scratch varies a lot based on your particular project. You still need a good understanding of the output it produces, otherwise those subtle bugs and low quality adds up. The times it’s the most useful are when it writes a lot of stuff that I would’ve written myself, but I can point to some detail and say “that’s wrong, I’ll write it myself”.


























Unreal is just a resource hog. I can play AA 3D games on my laptop at 30FPS, but I can’t run an Unreal starter scene with a sphere at more than 20. They just don’t give a shit about anything that’s not top end hardware.