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I've spent the last 4 days with Claude Opus vibe coding an Elder Scrolls style open world RPG, and I'm quite pleased with the progress we've made. We have several towns, about a hundred NPCs, 50+ dungeons, a bounty board, several schools of magic, over a dozen playable classes,...

22,629 görüntüleme • 1 ay önce •via X (Twitter)

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THIS GUY VIBE CODED A FULL CAPYBARA FOOD DELIVERY GAME IN 2 WEEKS WITH CLAUDE CODE you play as a capybara delivering food on a bike. orders stack on the back, you have a phone with apps in-game and the whole delivery system is realistic 2 weeks, zero game dev experience, and ENTIRELY AI generated the full stack: > claude code for all the code > three.js for the 3D engine > suno for original music > elevenlabs for sound effects and voice > GPT images-2 and grok for textures and illustrations > tripo3d for generating all the 3D assets the cinematics are all in-game too. he asked claude to build a cinematic editor with timeline controls, camera animation, and transitions. then he just placed the cameras himself his workflow was more planning than coding (obviously): > come up with the core mechanic > plan every feature using claude /plan mode > generate assets with AI tools > spend most of his time on the final polish, prop placement, and making the design feel right he said the human part is what most vibe coded games are missing. AI can generate everything but having taste for what looks good and what feels right is still on you the game is playable right now in the browser this is what vibe coding is actually capable of in the game dev space right now a year ago this would have taken a small team of developers, a sound designer, and an artist working together for months now one person with no experience can ship a polished playable game with story, music, and mechanics in 14 days the tools keep getting better and the barrier to making real games keeps getting lower

Om Patel

240,916 görüntüleme • 2 ay önce

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

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