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Everyone in this thread is being pedantic about what optimization is but missing the point that code is a precise description of some virtual machine that is realized with near perfect accuracy by the compiler. Yeah you don't know exactly what the silicon is doing with a modern compiler but you do know that the final result of the program for any input will be defined by whatever the correct interpretation of the program is, as if the structure the programming language implies actually existed. LLMs are not this, and they cannot be this because it is their ability to operate on vague instructions that make them as powerful as they are. They can take an imprecise natural language description of a process and realize it as a process in a programming language. The problem is that understanding and manipulating the precise problem description is your job as a software engineer. The LLM can and will make its best attempt based on what exists in its training data, but it cannot know what is the precise behavior that actually fulfills goals and I think, contrary to the parent article, it cannot determine where the edges are to ask you with enough certainty that you will be able to take your hands completely off the wheel. I think the nature of LLMs also explains why it is good at the verticals it is good at. Porting is an extremely well defined, replicate the behavior on another platform. There are far fewer vagueries in that. Game dev is not extremely well defined, but the consequences of imprecision do not have a lot on the line. Furthermore, games are pretty self-contained, so there's not a lot of guessing about what could happen or what the behavior of a counterparty system could be. With some pretty big exceptions, it is all there for the LLM to see in C++ (or whatever).
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