Posts tagged: coding

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Posts tagged: coding, page 4

Software as Ephemeral

As AI dramatically reduces software development costs, we need to rethink our approach to code. Software is becoming ephemeral - easily replaced rather than maintained. This paradigm shift means optimizing for current needs instead of hypothetical futures.

Ben HoustonMarch 17, 2025

Automating Agentic Coders

AI agents are moving beyond IDEs into full automation of coding workflows. Discover how integrating agentic coding into GitHub Actions can streamline software development -- turning issues into PRs and automating documentation, tests, and even code reviews, all through simple GitHub comments.

Ben HoustonMarch 13, 2025

Automating Agentic Coders

GitHub Mode for Agentic Coding

Adding GitHub Mode to MyCoder has radically improved my productivity, making my agentic coder feel like a true team member. By leveraging GitHub for task tracking, pull requests, and CI/CD feedback, I’ve seen a 3x to 5x boost in development efficiency.

Ben HoustonMarch 7, 2025

GitHub Mode for Agentic Coding

Agentic Coding Best Practices

As AI coding agents become increasingly capable, we need to rethink our code organization and documentation practices. Here's why traditional "human-first" coding approaches are becoming obsolete and how to structure your projects for optimal AI compatibility.

Ben HoustonMarch 5, 2025

The "Open Core" Startup Strategy

Open Core combines the viral growth of open source with the revenue potential of enterprise software – but most founders get the balance wrong. Drawing from my experience building both open source and enterprise products, I explain why this model particularly shines for developer tools, and how to execute it without alienating either developers or paying customers.

Ben HoustonDecember 20, 2024

Origins of Krakatoa

How I wrote the first version of Krakatoa at Frantic Films to render Doc Bailey's SPORE images for Stay, and how the renderer later reached Avatar, Harry Potter, and Exocortex Fury.

Ben HoustonDecember 6, 2024

Origins of Krakatoa

Building Deadline

In 2002, I joined Frantic Films to write fluid simulation software. A small scheduler I built for those sims became Deadline, a render farm manager used by Blizzard, major VFX studios, and considered by the Academy for Sci Tech Awards.

Ben HoustonDecember 5, 2024

Building Deadline

I Didn't Need Kubernetes

I moved my projects from Kubernetes to Google Cloud Run because I did not want to pay for cluster operations, idle capacity, and job-running infrastructure.

Ben HoustonNovember 5, 2024

I Didn't Need Kubernetes