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Fractal Accelerator - Class 6 notes

Summary

Class 6 was the final in-person session. It covered five parts: a game about what it is like to be an agent inside a file system, how to keep up with the frontier of AI, the compounding process, Andrew’s preferred software development process, and how he built the class game.

The class used two handouts: the Software Development 101 sheet and the class overview document, a companion to the glossary from Class 5 that lists every concept the class intended to teach, with checkboxes for the work students should have done between classes.

1. Context Dungeon: what it is like to be Claude

The class opened with a speed run of Context Dungeon, a game linked from the student portal. Each student played a subagent racing to complete twelve clerical tasks by navigating a file system, with every file opened taking up space in a limited context window.

The debrief covered the lessons behind the game:

2. Following the frontier

New tools and models appear every week. Liam demonstrated GrokBot, adopted that week: a group chat of agents that each have their own cloud computer.

Two pages on the site help you find useful tools without treating any one source as gospel:

Students ran the prompt on the Following the Frontier page, which looks at your files and projects and recommends sources relevant to your work. Takeaways from the debrief:

3. Compounding

The compounding guide in the reference library is based on Every’s compound engineering idea: working with agents gives you both the output and a cheap way to document what you learned in a conversation.

After each piece of work, have the agent review it and use what it learned to make future work easier. Several students had already built versions of this, such as agents that summarize a project’s progress for teammates. This helps you avoid building something large and then losing track of how it works.

Students ran the “learn from your past conversations” prompt from the guide against whichever tool had the most context on them. It looks for patterns, including repeated actions and mistakes, and proposes lasting changes. Observations from the debrief:

4. Andrew’s software development process

After a break, Andrew walked through the Software Development 101 handout, which describes his own process and covers most work.

Get good at one-shotting things before professional software engineering, because cheap and fast always wins. Once you have software you like, you need a process for maintaining and changing it for years without fear of breaking it.

Checkpoint, build, test

The second section of the handout covers checkpoint, build, test. Use all three steps every time you change existing software.

Put all three steps into one prompt. With a checkpoint in place, you can let the agent build, test, and deploy without watching over it, then revert if the result is wrong.

Two related ideas came up in questions:

Grill, spec, tickets, implement, review

The first section of the handout is the fuller process, adapted from Matt Pocock’s open-source engineering skills, which you can install into Claude Code or Codex and ask the agent to teach you. The process helps you work alongside an engineering team or let other people’s agents work with yours.

Match the process to the stakes. A toy does not need the full engineering process: ask for a design skeleton of one concrete page showing the experience, with no engine or architecture yet. Once a demo proves the idea is fun, you can throw it away and design the real system.

Rewrites, smells, and anti-patterns

Five testing prompts

Testing and code review are the two things Andrew most wants students to take away. The handout gives five prompts he uses constantly:

  1. Add behavioral tests “to ensure all important behaviors always work now and forever.” Behavioral means testing what the software does, not properties of its code.
  2. Test in a real browser using headless Chrome, so the tests run automatically over the real DOM without the agent driving a visible window by hand.
  3. Optimize the tests “using best practices so they run faster and more efficiently,” for when the suite is slow because the agent added sleeps throughout it.
  4. Adversarial testing. “What are all the likely ways our app might break or not work? Test against all those cases in advance.” Find the failure modes before strangers on the internet do.
  5. Add tests for bugs. When you hit a bug, “add a test which will replicate it and guard against regressions, and document what regression we are defending against so we do not delete this test.” Bugs recur, especially across rewrites.

A good first exercise on any project you maintain: checkpoint it, add behavioral tests, then run the adversarial prompt and see what happens. If nothing you have built feels complicated enough, run a grilling session on what custom software could replace things you currently do by hand.

5. How Context Dungeon was actually built

Andrew closed the section by showing the process he actually ran to build the game. In practice he blends everything together: build something he likes, and only once it needs to survive, because it might break and cause problems later, does he bring in the engineering process. The industry calls this agile. Make the thing first, without worrying much about process, because what matters most is that the thing exists and works. Once that is true, you can always build a process around it, re-engineer it, or rewrite it.

The steps, as they appeared in his messages:

Andrew said this is the best process he knows and he would not add more to it, even for a professional engineer. More process does not by itself get better outcomes. Every engineer ends up with a different process, and so will you.