zlacker

[return to "Scaling long-running autonomous coding"]
1. simonw+vf[view] [source] 2026-01-20 02:56:02
>>srames+(OP)
One of the big open questions for me right now concerns how library dependencies are used.

Most of the big ones are things like skia, harfbuzz, wgpu - all totally reasonable IMO.

The two that stand out for me as more notable are html5ever for parsing HTML and taffy for handling CSS grids and flexbox - that's vendored with an explanation of some minor changes here: https://github.com/wilsonzlin/fastrender/blob/19bf1036105d4e...

Taffy a solid library choice, but it's probably the most robust ammunition for anyone who wants to argue that this shouldn't count as a "from scratch" rendering engine.

I don't think it detracts much if at all from FastRender as an example of what an army of coding agents can help a single engineer achieve in a few weeks of work.

◧◩
2. shubha+ir[view] [source] 2026-01-20 05:07:14
>>simonw+vf
Why attempt something that has abundant number of libraries to pick and choose? To me, however impressive it is, 'browser build from scratch' simply overstates it. Why not attempt something like a 3D game where it's hard to find open source code to use?
◧◩◪
3. Xenoph+1N[view] [source] 2026-01-20 08:47:54
>>shubha+ir
There are a lot of examples out there. Funny that you mention this. I literally just last night started a "play" project having Claude Code build a 3D web assembly/webgl game using no frameworka. It did it, but it isn't fun yet.

I think the current models are at a capability level that could create a decent 3D game. The challenges are creating graphic assets and debugging/Qa. The debugging problem is you need to figure out a good harness to let the model understand when something is working, or how it is failing.

[go to top]