Register and share your invite link to earn from video plays and referrals.

robot
@alightinastorm
#1# vibe hacker - burn this house of cards down - vibe coding a AAA game in the browser
597 Following    6.4K Followers
x will have to inevitably differentiate between content partnerships and paid promotion (even disclosed) people generally don't mind if someone produces unique content and was paid to build it however these viral spam attacks, most obvious on product launches, are just poison
Show more
Introducing "Element-115" a fun flight sim in @threejs using a generative landscape that works off a single seed. It's buggy and needs some work but I've sat on this long enough AND I want to reuse some of this in Tiny Worlds too. Lots of tweaks and changes you can make to the flight system, change terrain etc, and it's really fun letting the targetting system get a "sports model" and then tap space twice to see the missile drop and fire up. Love it. Takes me back to Intercepter on the Amiga 500 with a 68040 upgrade :) So here you go, opensource, MIT license, enjoy -- please share, star and celebrate open-source developers because we do this -- I do this because I love building stuff.
Show more
ok hanta virus, iran war and european censorship are quite a turbulent 2026 but do you know what would really shake the world? pinned messages in x group chats
threejs and webgpu will move the browser from catching up on latest tech to become the stack of the next tech
we could have an international banger on every post but you're playin
they see the waves i'm making but don't see the tsunami comin after me
this was my submission for the windscribe WAP fest under the Ai category, where we will battle it out against the old guard animators, my video was created completely with seedance 2 using @runwayml, assets and style are primarily from my custom midjourney 8.1 profile along with some use of gpt image 2 for technical support + my brain running prompts and angles ofc, it was quite a challenge fitting in my scope within 60 seconds as per the requirements but i managed it, and here it is! @windscribecom loved the theme, i picked cuban sandwich (tampa) and goodbye lenin (moscow) as the nickname premise for my challenge, Human made animations vs AI made animations, and im so hyped to see the entries and winners for both the categories. we are pushing the horizon, one generation at a time #windscribe# #seedance2# #runwayml# #wap# #ai#
Show more
except this is exactly what most of us driving AI gametech forward are agreeing on, not sure what mario is smoking again it doesn't democratize it in a way that "everyone can build games now" yes, that was true for the past 15 years however it finally reduces the **cost** of competitive assets down to reasonable amounts so, no, AI won't magically produce hits, humans will. Now more humans can relive the 80s/90s experience of one person / a tiny team of building very high quality hit games without having to run large funding rounds of hundreds of millions
Show more
The CEO of Take-Two, the company behind GTA, just said something the entire AI industry doesn't want to hear. And he said it without being anti-AI. Strauss Zelnick's argument is precise. AI is built on datasets. Datasets are backward-looking. Creativity is forward-looking. A model trained on everything that already exists cannot, by definition, produce something genuinely unexpected. And all hits, by their very nature, are unexpected. Asset creation and hit creation are not the same thing. AI is getting very good at the first one. The second one is what actually makes money, builds franchises, and changes culture. Nobody has shown AI can do that yet. The derivative property problem is real. You can clone GTA with existing technology. You could do it before AI. It would take 3 years and look identical. It still wouldn't sell. Because it isn't GTA. It's a clone of GTA. And consumers, despite what the industry occasionally pretends, can feel the difference between something genuinely new and something assembled from the residue of things that already worked. Thousands of mobile games ship every year. 0 to 5 hits get made. The same studios make them every time. The technology to make more games has been commoditized for years. It didn't democratize hit creation. It just flooded the market with more forgettable product. The Silicon Valley thesis that AI unlocks game creation for everyone is true in the same way that cheap cameras unlocked filmmaking for everyone. They did. And the same 5 studios still make the movies everyone watches. What Zelnick is saying, without quite saying it, is that the thing AI cannot replicate is taste. The instinct for what hasn't been done yet. The cultural antenna that detects the gap in the market before the data can see it. Data tells you what people wanted. Hits tell people what they want next. Those are different jobs.
Show more
AAA quality in games is not achieved by just stuffing pretty 3D models everywhere it is possible because an insane amount of highly specialized individuals are crafting their parts on a microscopic level we don't move the goal, we stay on track
Show more
@alightinastorm I like what you're doing, but you do need a reality check of what AAA means. The best quality games we have on the web do not even qualify as AA. I really wish we had some AA to help make the web game industry more attractive.
Show more
Robot might be one of the best in the game right now. This is true vibe coding tbh
This is equivalent to trying to sell a cop drugs while he’s in uniform in his police car.
0
7.9K
71.9K
4.4K
Forward to community
not sure why people thought i was joking when i said AAA but i wasn't
is it still considered vibe coding if the vibes were from the 90s?? i got nostalgic for the old internet, so i made a tiny AOL Instant messenger style chat app signing on screens buddy list chatrooms profiles 90s icons the “you are now online” feeling not everything needs AI, sometimes the internet should feel fun. (adding pvp games right now)
Show more
Vibe Coding Metahuman with ThreeJS: Hairs and Combs It's now possible to draw hair, density and flow masks, place guide curves and comb them! The hair is rendered partially as curves and card meshes to achieve more volume with less strands and there are lots of material/shader settings to tweak it afterwards. Don't ask me what they all do, the melanin slider for sure does something Okay it's not photo realistic but i'd say pretty solid for a day's work? The UI is still a complete mess but i'll clean it all up eventually That's it for the head! Next up is tedious modeling work again, on to the body!
Show more