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THIS MIT STUDENT IS BUILDING A FULL GAME WITH ANTI-GRAVITY AI EDITOR - ASSETS, TEXTURES, ICONS AND OBJECTS ALL GENERATED ON THE FLY Anti-Gravity - Google's fork of VS Code, previously Windsurf - open on screen generating every game asset in real time as he builds icons, textures, menus,...

14,007 просмотров • 2 месяцев назад •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

241,709 просмотров • 3 месяцев назад

Before this #vibejam, I was just casually creating game prototypes for fun, but this time, the Vibejam deadline became a good forcing function that pushed me to actually finish one. While this game is more of a demo than a complete product, it gave me a taste of how challenging it is to fully complete a game. It requires brutal task prioritization, effective time management, and tons of quality assurance (QA). As many say, the last 10% is the hardest, and I’d argue it’s doubly so for games. I now have even more respect for game developers at all levels who manage to ship their games. And there you have it, my game, Gnome Mercy: Insect Invasion. It’s a Vampire Survivors-style game where you play as a gnome on a rampage, annihilating alien insects invading his garden. At the start of each run, the lord of the garden bestows a blessing if you can answer his riddle, powered by an LLM (with fallback riddles in case it fails). The objective is to fight through waves of enemies and survive as long as possible. A huge shoutout to Retro Diffusion by Astropulse for all the AI-generated sprites, artworks, icons, and more. The music was created by Not Jam, the retro chiptunes are amazing. This game is a special homage to Luca 🧄, creator of Vampire Survivors, for inventing the best game genre in recent years! And no, I don’t code at all. The code is 100% generated by @windsurf and built on PhaserJS. Game link below👇

Danny Limanseta

17,198 просмотров • 1 год назад