
robot 2.0
@alightinastorm • 7,765 subscribers
#1 vibe hacker - burn this house of cards down - vibe coding a AAA game in the browser
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Releasing ThreeJS Super Terrain A mesh terrain implementation, inspired by Unreal Engine 5.8 Demo (desktop only): Features: - Terrain(!?) - Dig Holes in mountains - Pull and Push terrain in all 3 dimensions - Non destructive CSG, you can move the cave around! - Auto-LOD and worker based recompilation of terrain cells (initial load can take a moment or two) - Man just try it out you'll understand - Oh and there's a godot export lol
robot 2.036,056 views • 11 days ago

vibe coding ue 5.8 mesh terrain editor in threejs, #3 open sourcing this weekend, lfg
robot 2.041,731 views • 13 days ago

What if you could npm install 3D models? Introducing Vibe3D - the shadcn for threejs Starting with the scifi asset kit, over 180+ models, all free and oss (MIT licensed) and two reference terrain meshes. All models are installed directly into your codebase instead of pre-packaged as code imports or worse yet, FBX files 🤮 Docs: This means, a simple "bunx vibe3d add Artificial Intelligence Papers-kit/pressure-gauge" will install the fully procedural code Want to change something? just tell your ai to do it It uses some shared helper code to produce the topology and at least per kit all items reuse and share the same materials, so technically performance should be better than letting your ai run wild on its own. Also releasing with it two skills: - Vibe model skill to produce your own models and kits, just "bunx vibe-model --global" and tell your ai to vibe model some 3d assets with a reference photo, you'll see it works - Vibe terrain "bunx vibe-terrain" installs the terrain mesh modeler, yea just try it out, best results with opus 5 ngl Everything is MIT licensed, i was just joking, no hate for unreal or unity Threejs still the best tho 🖕🏻 If you just want to see all 3D models up close: Yea, you can also just vampire it and download all modes as .glb files, good luck fixing some of them then though Big thanks to ThreeJS Assets for contributing 50 assets to the scifi kit! Everyone who spends some tokens on it will be added to the contributor list Oh and before i forget fuck you kenney, we roll our own kits now
robot 2.057,584 views • 19 days ago

Building procedural terrain meshes with threejs in quixel megascan quality Everything you see is 100% procedural, from topology to textures This will be open sourced together with the asset library, under MIT license The terrain meshes can be built from any base massing i will also release a terrain mesh modeling skill, so fingers crossed it should be capable of producing any variations and styles you want Baking takes a bit, so it can also pre-bake and render cached meshes Will work on LOD support and making the compiler faster Releasing very very very soon
robot 2.027,818 views • 22 days ago

if you ever wanted to know how long it takes to vibe code with codex + threejs a whole city editor with highways, streets, junctions, traffic lights, terrain, volumetric clouds, atmospheric effects, GTAO, FXAA, procedural buildings, props, traffic signs, a (semi) realistic car simulation, all from scratch, zero, nada except for threejs it's 11 days, with 6 hr evenings each now we've established this, stop pretending you can do this without vibes coding faster and better thank you for your attention to this matter, making of video below in the comments and if you see this for the first time, it's worth going through the quote posts
robot 2.055,974 views • 2 months ago

fine, i'll build it myself, open source ofc Launching Three-Maps, a rapid blockout editor for building game maps for threejs games: Create a floor plan in 2D, automatically generate 3D levels from it, edit them, export to .glb and use in your games (see end of video) Features: - Floorplan 2D: A 2D canvas to map out the floor - Edit Mode for Objects: Edit Vertices/Edges/Faces, extrude, bevel, fillet and chamfer - Brush Mode: Rapidly build map elements with a RealtimeCSG like experience. Cubes, Stairs, Doors, Arch, Cylinder, Custom polygons. Yes, you can even curve the stairs - Modifiers: Yes, you read that right, slap that array modifier on your pillar and call it a day - Terrain Generator: Perlin, Voronoi, you name it. Oh yes, you can rasterize it and edit every single vertex in edit mode. Keyboard shortcuts are mostly same as blender to activate that muscle memory (G/R/S, axis lock XYZ) Soon: - AI integration. Boot that MCP and directly connect your fav AI agent to build the floorplan, generate 3D maps and more (you will love how this movie ends) It's a little rough and in early, very early alpha so come and join as a contributor instead of calling it slop It's all vibe coded btw, i have no idea what the code does I need this to build my game, as i'm a total blender noob and threejs is great, so why not? Outshipping every CAD and 3D startup just because i want to build a game, that's how you accelerate
robot 2.0106,664 views • 6 months ago

Vibe Coding a AAA game with threejs Day 10: Deep dive into world authoring What started as a "i need terrain to build a racing game" slowly evolved to an open world Take a last look at the buildings, because they are getting kicked out next for some really good ones (i don't know how yet, but i'm confident gpt will tell me, but i feel like blender will be involved, ughhh) Anyways, fully reworked the road system, it is now a graph and junctions, bridges, elevations etc. are first class. Previous demos were filled with me carefully placing the race tracks, deleting them, placing them again, and again, until they were okay to show for a demo. Not so fun behind the camera! It's now basically using a very similar system to cities skylines 2, which has really nailed the perfect UX to build road systems. It's also much more flexible now and i believe the world editor can be used for much more than racing games: Rail networks (train game?) or maybe a 3rd person open world game? or actually another cities skylines? who knows, feels like i got a moat on the web now We'll see, after yesterday i've received lots of requests to open source it Which i may actually do at any time if i feel like it, but not for now. There's so many interesting problems with world modeling, i feel like i finally found a rabbit hole worth diving into for a long time! Might have to delay the human designer app until the point where i need humans in the city, we'll see, it'll all eventually come together - it always does Anyways, not gatekeeping, if you have ANY questions on how i solve things, feel free to ask! Also i will open source the procedural buildings soon, i really don't need them anymore
robot 2.043,872 views • 2 months ago

Vibe Coding a AAA Racing Game with ThreeJS Day 2 ✅ Chunk based World Editor (up to 650 sqkm/ 250 sq miles) ✅ Terrain sculpting tools with automatic chunk LODs (heightmaps) ✅ Road system (Spline Curves) ✅ Tunnels (yes it pokes holes in a heightmap) ✅ Props (Spline Curves for batch instancing and solo placements too) Now get lost vibe coding haters, me and my bros got a future to build, i want to drive my new boarrari
robot46,534 views • 3 months ago

Vibe Coding a AAA Racing Game with ThreeJS day 5+6 ✅ 1K textures (up from 256) ✅ Better Tunnels ✅ Motion Blur ✅ Tire Smoke ✅ Environment reflections on the car ✅ Huge improvements to the road building systems (different road types, decals, and skinned props) All props and textures generated with codex
robot 2.041,885 views • 3 months ago

Vibe Coding a AAA Racing Game with ThreeJS Day 1 Featuring the brand new all-electric Niketta Boarrari
robot38,875 views • 3 months ago

Vibe Coding 3D Garment Software with ThreeJS : A Small Step For Me So, after modeling the human i did what any reasonable vibe coder would do, i asked codex how to get clothes for my models After it was done running subliminal ad campaigns for Marvelous Designer and CLO 3D, i asked it to explain their architecture to me and adapt it to my threejs app. Guess what it did? You damn right, it built the most basic shit interpretation you can think of. And this is the average interaction the Anti-AI coders have until they conclude that AI is slop and/or it can only work if you micro manage it on every line of code. Well, eons of humanities knowledge are now packaged in tiny silicon and transferred across the globe in realtime, available on tap. So anyways i just iterated quite a lot over it, told it repeatedly why it was bad (the initial one used rapier physics and a naive cloth simulation) We found out together that: 1. A ground truth document model is needed 2. The visual mesh in 3D should be triangulated from the 2D shape 3. The physical object is running independently through different solvers: - A fast proxy which is generated by reading all the bones in runtime and just inflating these areas with spheres and capsules - A medium quality proxy which resamples the human model and creates a lower-poly mesh for simulations - Full mesh simulation (can't run it, every simulation tick takes about 5 minutes on my machine) It ended the session by telling me that this is still crap because it runs everything on CPU (thanks, not that i care, but i guess we'll be fixing that?) Oh yea also built a 2D canvas editor with boolean operations so i can build cool stuff like ponchos. It also allows me to mark stitches between two objects, which is how the shirt in the video pulls towards the other half. The garment's properties and materials are not yet exposed, yes i know it looks very stiff like a poncho made from a persian rug, we're working on it, okay? So, yea, tbh this is another endless rabbit hole, let's go i guess
robot38,935 views • 3 months ago