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Seems like it wouldn't be hard for Anthropic to tweak a few prompts or RL pipelines to tune for terseness and token-efficiency if that stays as something that consumers want.

I find it unlikely that there's some fundamental property of OpenAI's models' "personality" or style which Anthropic (or any other serious AI firm) wouldn't be able to match if they wanted to.


When the software consists entirely of ~$1000 worth of Claude credits and ~40 hours of developer time prompting and curating it, literally what does it matter what license the resulting 100k LoC artifact is provided under?

Copyleft and the whole software licensing ecosystem only matter when producing that software actually requires serious human effort and dedication.


Also can the code even be copyrighted?

For my machine translation of SQLite to Go I added this to the README as to licencing:

Most of the code here is machine translated using wasm2go. As such, the original authors retain copyright and the original licenses remain in effect. Everything else is licensed under MIT-0.

The translator (wasm2go) has a licence chosen by, and a copyright notice from, me. Makes no sense for the translated code.


I do the same for translated code. It's not creative work which is a prerequisite for being copyrightable.

And avoid relying on direct LLM output for actual work to make sure I don't accidentally include some regurgitated snippet from an incompatible license.

It helps that LLMs struggle to write good, idiomatic code in my language of choice.


> Copyleft and the whole software licensing ecosystem are only applicable when producing software that actually required human effort.

Fixed that for you. Code generated by an LLM is not copyrightable (because copyright only protects human effort), so the codebase is automatically public domain and cannot be licensed at all.

They could theoretically copyright the prompts that they used, but as that's not part of the output, and the output doesn't deterministically arise from those prompts, they'd struggle to use that to back a copyright claim.


Hell yeah, my AI image generation company is now running an alternative medicine AI MRI-alternative imagine spa. Hell yeah.


Most depressing thing I've read in weeks, and that's a high bar. Hooray to humanity for creating the thing which has destroyed all the value of of being good at creating things.


Wow, this doublespeed company is abhorrent stuff. AI social media accounts masquerading as real people, coordinating to promote and distribute anything on demand.

If this is the kind of thing you can do in the open as a "reputable" company with VC investment, I can only imagine the kind of horrific industrial-scale social media spam+slop botnets for hire that exist less publicly.


So true. A member of the clan I was in was operating a proper hedge fund, taking in investments from the clan and using it to flip on the Grand Exchange. Iirc he was even doing sorts of arbitrage, market making, and other advanced stuff.

Now he works at Google doing quantum computing research lol


^ this account has posted nothing but AI generated spam since it was created 6 hours ago


A specialized programming language for 3D geometry generation + manipulation called Geoscript as well as a Shadertoy-inspired web app for building stuff with it: https://3d.ameo.design/geotoy

There have been lots of cool technical challenges through the whole process of building this, and a very nice variety of different kinds of work.

I'm working towards using the outputs from this language to build out levels and assets for a browser-based game I've been dabbling with over the past few years.


Hey, thanks for checking it out!

I've fixed that issue with the `set_default_material` problem; tyvm.

> maybe a wireframe "type" material

I have that actually; it's bound to the W key. Invaluable for debugging and inspecting stuff for sure. N switches to normal texture too

I might have to make the docs for keybinds a bit easier to find

> Change the Normal Map, Roughness Map, and Metalness Map XY scales

Yeah these are all currently controlled by a single "texture scale" param in the material editor. I could definitely see situations where adjusting them individually would be valuable; I'll add that to the TODO list

Anway, tyvm for checking out the project in such detail and for the feedback; I genuinely appreciate it very much


A specialized programming language for 3D geometry generation + manipulation called Geoscript as well as a Shadertoy-inspired web app for building stuff with it: https://3d.ameo.design/geotoy

There have been lots of cool technical challenges through the whole process of building this, and a very nice variety of different kinds of work.

I'm working towards using the outputs from this language to build out levels and assets for a browser-based game I've been dabbling with over the past few years.


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