Author Archives: kylerlai

AI as a Tool for Software Development

Within the past few years, AI has really made a name for itself. Whether it be through art, music, chatbots, or whatever else AI can take part in, AI has cemented itself into our daily lives. One area in which AI has become an integral part of is in software development, transforming various aspects of the process.

One of the greatest features that AI brings to software development is the fact that it can assist in generating code and finishing code as developers develop. Using existing patterns in databases for code, AI can generate code according to what the developer is trying to achieve. Say a developer needs to create a function that checks if a number is prime, returning false if it isn’t and true if it is; if a function that meets these requirements exists in a database, then the AI will simply suggest that function. 

Although using AI in this way is very useful for developers, they also need to be able to develop without it. AI can suggest code but that doesn’t mean that said code will perfectly fit into the program or that it’ll suddenly work thanks to the AI’s help. At the moment, it should just be used as a tool to make the development process easier and faster; although we may see these features and much more in the future. 

Another way in which AI can assist in the software development process is through analyzing the project timeline, workflow, and other such data and making predictions based on them. By analyzing previous projects, sprints, and other data in the development process, AI could create some insight and predictions that the project managers could take into account when dealing with current and future endeavors. These insights may include timelines, potential highs, lows, bottlenecks, roadblocks, and other such information that the managers could use to optimize the workflow and avoid issues. 

As with the developers and generated code, project managers should also have knowledge of management. AI’s suggested timeline, insights, and all that aren’t guaranteed but simply ideas based on what has happened in the past. It, like for coding, should be used as a tool but in this case, it should be used to see and suggest things that the human manager may not have anticipated or seen.

Overall, AI can be very useful in the software development process but this doesn’t mean that it is the savior for all issues within it. Like with any field one goes into, having knowledge of the fundamental ideas and practices are necessary if one wants to succeed. AI, as of now, is still in its early stages compared to what it is capable of and should be used with caution. AI was used to help write this post and I hope to be able to use it fully both now and in the future whether in my career or outside of it. 

https://www.zdnet.com/article/implementing-ai-into-software-engineering-heres-everything-you-need-to-know/

From the blog CS@Worcester – Kyler's Blog by kylerlai and used with permission of the author. All other rights reserved by the author.

The Steep Curve of Game Development and its Tools

I’ve taken programming classes for over five years, however, just programming is not my end goal. My goal has been to get into the field of game development. 

Classes that tackle game development are rather rare and aren’t offered at most schools, so I haven’t had the opportunity to learn in a classroom environment. This means that my goal depends on my drive to learn game development in my own time. After looking into what makes a game, specifically the technical aspects of it, I found that I have much to learn. 

Development of a game can be divided into five general sections: the engine, programming, visuals, audio, and testing.

Engines are software platforms that provide “the core functionalities and features for developing and running games.” The most popular game engines today, such as Unreal Engine and Unity, are extremely versatile and allow the whole or most of the game development process to be done in that platform alone. 

Any game, at its core, is a bunch of code. And while you can develop games without programming knowledge, it becomes very difficult at the higher, more professional levels. Programming language is usually up to user preference, although some tools may require specific languages.

Visuals and audio are rather similar in the fact that both require great creativity and are crucial to games today. Any model, texture, sound effect, and music are created from scratch or borrowed from some library. Software for both categories are typically used by artists of all kinds; music producers, artists, graphic designers, and such.

Finally, testing is the “last” process of developing the game. This could be seen as the verification and maintenance steps of software development. Making sure that there are no bugs and that every other section is working properly is crucial to a better user experience.

That’s a lot of things to do in order to create a game. So many processes, so many programs and tools to learn, and so many skills I need to learn. Learning a tool is one thing, mastering one takes so much time and effort. It makes me think about how I want to tackle my goal, do I focus on one section of game development? Do I learn a decent bit of every section? I have no clue.

It feels like the path to achieve what I want becomes longer and longer. Procrastination, poor time management, and lack of dedication only worsen that. 

If you want to achieve things, you have to take the first steps towards them. I want to land a career in game development and in order to do so, I need to learn. In my free time, I will spend some of it learning online and tinker around with free game development tools until I feel confident in my ability. I could then develop my own game and take those next steps toward my goal.

https://www.linkedin.com/advice/0/which-technologies-tools-do-you-use-game-development#:~:text=Some%20of%20the%20testing%20tools,analytics%20to%20improve%20your%20game.

From the blog CS@Worcester – Kyler's Blog by kylerlai and used with permission of the author. All other rights reserved by the author.

Software Development Through Video Conferencing Software

Over the past few weeks, we’ve learned about the importance of collaboration in a team. Whether that team is using Scrum or some other software development methodology, communicating with one another is one of the key pieces to achieving whatever goals they have. 

While going through the syllabus, I saw “Collaboration tools” as one of the course topics. I thought about what would exist under this category and the first one that came to mind were video calls. Zoom specifically was the one that came to mind and I wondered how it is or would be used in a software development environment.

In an article from Shari Cleare, they share that “video conferencing software provides powerful communication and collaboration tools that scrum masters can use to engage participants, especially those who cannot attend these meetings in person.” One of my first thoughts regarding this topic was that not every person on the team physically has to be at the meetings; or better yet, no one no one has to physically meet at all. This allows for greater flexibility in choosing members or in general as members can be anywhere or from anywhere, as long as they are able to be present for these online meetings.

The Scrum Master or whoever is hosting the meetings doesn’t even have to be present. Zoom allows for automatic meetings at a set time for the team so, If they are unable to make the meeting, in person or online, the other members can still perform their Sprint Planning, Daily Scrum, or other meeting.

If a team choses to meet online only due to location constraints or other reasons, you may think that it would be nice being able to work from home. I’m sure many people would rather work from the comfort of their own home, but that comfort could turn into the thing that holds them and the team back. 

Zoom can be a great tool for members that are unable to make the physical meeting, but as the main form of communication, I feel that it can easily go downhill over time. Personally, I get distracted with other things when I’m at home so doing work takes much longer than it needs to. It is also why I try to do my work while on campus. I feel that many people can relate to this and if they want to get work done and contribute to meetings and such, they should separate where they work and where they can relax.

I hope that I can have the option to do both in the future and am able to find a good balance. Going into the workplace to get work done before going home and having the freedom to work online should I be unable to make it would be great. I believe that this has become more commonplace as well. During Covid, people had to work from home, and now that it has died down, many companies are allowing either option.

https://blog.zoom.us/using-zoom-agile-software-development/

From the blog CS@Worcester – Kyler's Blog by kylerlai and used with permission of the author. All other rights reserved by the author.

osu!lazer

Osu! is a free rhythm game that I often play and keep up with. Developed by Dean “peppy” Herbert, it was released in 2007 and was heavily inspired by a 2005 Japanese rhythm game known as Osu! Tatakae! Ouendan. The game, even to today, is not very popular compared to what is considered the “mainstream” for video games; but the players and fans of it are truly dedicated and supporting. Since its release, peppy sought to improve, fix, and maintain the game but that became increasingly difficult with how old and jumbled the code for the game was; and thus, he decided to work from the ground up. In 2015, he began the development of an osu! 2.0 which soon became known as “osu!lazer.” 

I chose to cover this game because the development is public, its updates are being covered on their youtube channel, and I enjoy the game and its community. While watching this video (a bunch of lazer updates), I noticed that a well known player known as -GN made a pull request. It was at this point in which I realized that they’ve been working on GitHub and that what they do is basically what I’ve been learning but in a real-world application. 

I thought that now that I was a little more familiar with GitHub and the process of development, I could check out what was happening with osu!lazer. I went to their repository page (https://github.com/ppy/osu/releases) and simply looked around. The most notable things about the repo would be the number of issues and pull requests. 1,000 active issues is already quite the number but over 25,000 issues over the course of this project seems simply insane. This may just be due to my lack of knowledge and experience as this is a relatively small team and project but those numbers could be even bigger with much larger games and their possibly massive development teams. 

Exploring the repo made me realize how complicated software development, game development, or any other kind of development can be, at least with my current knowledge and experience. For example, there are lots of tags used for issues and pull requests, areas of the game, priority, and size are just some of the categories that the team has decided to divide the development into. I realized that how the game is developed, in the coding, more technical, and specific aspects is still quite foreign to me. Despite having taken computer science classes for many years and creating code in those classes, this level of programming seems so far away. I hope to be able to get to this level and possibly even contribute to osu!lazer, but I occasionally find myself questioning if I’ll really be able to code at this level. 

From the blog CS@Worcester – Kyler's Blog by kylerlai and used with permission of the author. All other rights reserved by the author.

Intro

Hi. My name is Kyler Lai and this is the first of possibly many blog posts that will detail my experience with computer science, my career, and everything in between.

From the blog CS@Worcester – Kyler's Blog by kylerlai and used with permission of the author. All other rights reserved by the author.