Can you collapse features into small enough slices to understand at a glance? Maybe
0
stars
15
commits
Aug 19, 2026
updated
[!WARNING]
Experiment 👨🔬
This write-up is an active work in progress. This is the public write-up for a private repository, so some of the content is intentionally vague or incomplete. If you have questions, please reach out to me directly.
It is the age of the LLM, and the thing I struggle with most, also happens to be something LLMs struggle with too -> context management.
| Conways Game of Life (Slice) | Slice Visualizer (Also a Slice) |
|---|---|
![]() | ![]() |
![]() | ![]() |
My biggest gripe in software is how "best practice" is to split everything up into different files, different classes, across different folders and projects. I understand why we do this.
But for someone who struggles with context switching, it is difficult to hold in memory a single feature across a massive file system abstraction.
This experiment asks this question:
"What if each feature in a project was an enitrely self-contained slice, such that a human or agent can glance at the slice in isolation, without additional context, and understand its function?"
The architecture that falls out of this, and the conventional wisdoms it attacks:
An IDE / editor, built fully on the slices idea, dogfooding the idea - as it were - whilst also being a self-editing editor.
Result - cool, but mostly a pain in the arse to work with. The editor can brick itself. Maybe there is something there, but probably not. BYO API-Key so an LLM can add / remove slices at will (Add game panels, sound panels, remove panels etc)





15 commits
Can you collapse features into small enough slices to understand at a glance? Maybe
0
stars
15
commits
Aug 19, 2026
updated
[!WARNING]
Experiment 👨🔬
This write-up is an active work in progress. This is the public write-up for a private repository, so some of the content is intentionally vague or incomplete. If you have questions, please reach out to me directly.
It is the age of the LLM, and the thing I struggle with most, also happens to be something LLMs struggle with too -> context management.
| Conways Game of Life (Slice) | Slice Visualizer (Also a Slice) |
|---|---|
![]() | ![]() |
![]() | ![]() |
My biggest gripe in software is how "best practice" is to split everything up into different files, different classes, across different folders and projects. I understand why we do this.
But for someone who struggles with context switching, it is difficult to hold in memory a single feature across a massive file system abstraction.
This experiment asks this question:
"What if each feature in a project was an enitrely self-contained slice, such that a human or agent can glance at the slice in isolation, without additional context, and understand its function?"
The architecture that falls out of this, and the conventional wisdoms it attacks:
An IDE / editor, built fully on the slices idea, dogfooding the idea - as it were - whilst also being a self-editing editor.
Result - cool, but mostly a pain in the arse to work with. The editor can brick itself. Maybe there is something there, but probably not. BYO API-Key so an LLM can add / remove slices at will (Add game panels, sound panels, remove panels etc)





15 commits