Vibe Coding Derangement Syndrome

I am a vibe coder. I admit it. I can't understand syntax or form a conceptual model of my own code in my brain. I don't comment my code for human reading since I will never read it (I call it dense coding) . Comments are generated real time when needed by Claude Code. All that matters is the result and the token budget. And there are many, many other old coding conventions that have no place is my vibe coding universe.

Rather than embracing any of this, the words written here cause explosive anger in a subset of people. I almost understand why, but not being a coder, I can't share in those apparently despondent and hostile feelings. Vibe coding is like enabling a blind person to read. Previously, only the "OG coder class" had vision and voice, and now any dabbler can create code. Its as if sharing that vision with the unwashed masses of vibe coders somehow poisons the entire endeavor and make anyone who touches it unclean.

Is this Vibe Coder Derangement Syndrome - VCDS in short?

reddit.com
u/PlayfulInterview984 — 1 day ago

Midwinter (1989) remastered in UE5 — play the Early Access build now, a month before it hits Steam

My solo fan remaster of Mike Singleton's Midwinter (DOS, Amiga, Atari ST 1989) goes to Steam Early Access September 2 — but the Early Access build is already live, free, direct from my site. No wait, no gate: whoever grabs it now IS the early access.

Download: [https://midwinter-remaster.titanium-helix.com/download\](https://midwinter-remaster.titanium-helix.com/download)

What is it and how to get started in 3 minutes: [https://youtu.be/kbKHJr5foys\](https://youtu.be/kbKHJr5foys)

Full scenario is playable and winnable — one easy start, one brutal one. Bugs you find for me now get fixed before the Steam crowd ever sees them.

Discord: [https://discord.gg/BPUUUFJs2J\](https://discord.gg/BPUUUFJs2J)

reddit.com
u/PlayfulInterview984 — 13 days ago

Midwinter (1989) remastered in UE5 — play the Early Access build now, a month before it hits Steam

My solo fan remaster of Mike Singleton's Midwinter (DOS, Amiga, Atari ST 1989) goes to Steam Early Access September 2 — but the Early Access build is already live, free, direct from my site. No wait, no gate: whoever grabs it now IS the early access.

Download: https://midwinter-remaster.titanium-helix.com/download

What is it and how to get started in 3 minutes: https://youtu.be/kbKHJr5foys

Full scenario is playable and winnable — one easy start, one brutal one. Bugs you find for me now get fixed before the Steam crowd ever sees them.

Discord: https://discord.gg/BPUUUFJs2J

reddit.com
u/PlayfulInterview984 — 13 days ago

Midwinter (1989) remastered in UE5 — play the Early Access build now, a month before it hits Steam

My solo fan remaster of Mike Singleton's Midwinter (DOS, Amiga, Atari ST 1989) goes to Steam Early Access September 2 — but the Early Access build is already live, free, direct from my site. No wait, no gate: whoever grabs it now IS the early access.

Download: https://midwinter-remaster.titanium-helix.com/download

What is it and how to get started in 3 minutes: https://youtu.be/kbKHJr5foys

Full scenario is playable and winnable — one easy start, one brutal one. Bugs you find for me now get fixed before the Steam crowd ever sees them.

Discord: https://discord.gg/BPUUUFJs2J

reddit.com
u/PlayfulInterview984 — 13 days ago

Using Fable Makes All Opus-era Work Look Suspicious

As I revisit projects created using Opus, Fable always finds problems. The worst are inventions by Opus that never surfaced at the time of that work. Fable investigates the project, finds and lists the bugs and confabulations, then proposes a repair plan. I have learned to ignore that repair plan and simply create version 2 of the project using Fable. Several times now I have had to expunge Opus code since it can otherwise worms its way in Fable's context. Wondering if people are seeing this and what the solution is.

reddit.com
u/PlayfulInterview984 — 23 days ago

Using Fable Makes All Opus-era Work Look Suspicious

As I revisit projects created using Opus, Fable always finds problems. The worst are inventions by Opus that never surfaced at the time of that work. Fable investigates the project, finds and lists the bugs and confabulations, then proposes a repair plan. I have learned to ignore that repair plan and simply create version 2 of the project using Fable. Several times now I have had to expunge Opus code since it can otherwise worms its way in Fable's context. Wondering if people are seeing this and what the solution is.

reddit.com
u/PlayfulInterview984 — 23 days ago

VALOR Engine — VASSAL-Adjudicated Legality Of Rules. A tool to play your VASSAL games with imposed rules

VALOR Engine — VASSAL-Adjudicated Legality Of Rules. A tool to play your VASSAL games with imposed rules

https://master.vassal-test.pages.dev

This basically converts a VASSAL wargame into a Computer Wargame

- A tool I built to play VASSAL modules with enforced rules (movement, combat, etc) that allows for AI opponents
- 5 wargames encoded, full rules enforced with a basic AI opponent if you want
- BYOM - bring your own vassal module (to comply with copyrights) - free to get
- Full AI trained LLM generals can hook up once I enable that function in the next release. It will work like PBEM with one player being your favorite LLM

reddit.com
u/PlayfulInterview984 — 1 month ago
▲ 22 r/wargames+1 crossposts

VALOR Engine — VASSAL-Adjudicated Legality Of Rules. A tool to play your VASSAL games with imposed rules

https://master.vassal-test.pages.dev

- A tool I built to play VASSAL modules with enforced rules (movement, combat, etc) that allows for AI opponents
- 5 games encoded, full rules enforced with a basic AI opponent if you want
- BYOM - bring your own vassal module (to comply with copyrights)
- Full AI trained LLM generals can hook up once I enable that function in the next release. It will work like PBEM with one player being your favorite LLM

reddit.com
u/PlayfulInterview984 — 1 month ago

I built an engine that plays the actual printed wargame — an AI opponent that can't cheat. Four games so far in beta, and I'm looking for an AI collaborator.

I've been encoding classic hex-and-counter games so they play as the real game, not a digital tabletop where you push counters and look up the rules yourself, but the game itself, enforced. The map becomes grid geometry and per-hex terrain, every counter is data with its factors and art, every rule cites its rulebook section, and every combat table is transcribed cell by cell and rolled by the engine on seeded dice. The point is that neither side can cheat: every action, yours or the AI's, goes through one deterministic legality gate, every die is rolled by the gate from a seeded stream, and the whole game is written to an append-only log that anyone can independently re-verify. A separate verifier replays it, re-checks every ruling, re-rolls every die from the logged seed, and re-derives every state hash, so an illegal move or a fudged die breaks the replay. It reads and writes VASSAL's own .vsav saves byte-perfectly (real VASSAL opens our saves and vice-versa) but contains zero lines of VASSAL code: an independent engine built on the module ecosystem, not a fork of it.

Four complete games ship playable out of the box: Afrika Korps (Avalon Hill, the full strategic campaign), Blue & Gray: Chickamauga (SPI 1975), Westwall: Arnhem (SPI 1976, Market-Garden with airborne drops, bridge demolition and engineers), and Tobruk (Avalon Hill, a tactical tank firefight). Each has an AI opponent you can watch play step-by-step or auto-paced, plus an in-game rules panel with full credits and a source-defect register, the actual editing errors and contradictions in the printed rules that encoding surfaced, each with quoted evidence and the resolution enforced. Free and open source (MIT); bring-your-own-module for anything beyond the four bundled games.

Demo video: https://www.youtube.com/watch?v=Afomvk0LjU8

Windows download: https://drive.google.com/file/d/1FuJlt54Mb2FIAunbKrEXBKCpHCOngCpH/view

Repo: https://github.com/DrEvil-TitaniumHelix/vsav-engine

One thing I'm looking for: the current AI is a solid rules-legal opponent, but I want it to play like an expert. I'm after an AI/ML collaborator who can attach a stronger model, a RAG setup over the rulebooks and strategy material and/or a fine-tuned model that plays as an expert game modeler and opponent. The engine is an ideal substrate for it: the gate already gives a clean legal-move space, a scored outcome, and fully replayable games to train and evaluate against. It would mean helping coordinate the training resources (game logs, rulebooks, annotated expert play) and standing the model up as the move-proposer. If that's your thing, comment or DM me, or open an issue on the repo.

u/PlayfulInterview984 — 1 month ago
▲ 738 r/retrogamedev+1 crossposts

DOS Game completely reconstructed with Fable 5 in Claude Code in ONE DAY

Video: https://youtu.be/PonvG2whtkc

Project site (playable tech demo): https://midwinter-remaster.titanium-helix.com

Follow-up to my UE5 remaster posts: the original MIDWINTR.EXE is now fully mapped — every reachable function decoded or labeled, with an evidence ledger tying each claim back to the bytes.

Some favorite finds for this crowd:

• The island terrain is generated from a 10KB seed file (ZBUFFER.BIN, big-endian — Atari heritage) by a diamond-square variant with ZERO RNG — roughness scales with altitude, so flat sea and craggy peaks come from one term. Replicated in Python; output matches the in-game map bit-for-bit.

• Tree placement is a pure function of the terrain heightfield: every-other-cell lattice, 1-in-32 hash, tree line at a fixed height. The whole 25-mile-patch forest reproduces exactly.

• Full vehicle physics laws recovered: ski acceleration, buggy rollover, glider lift/stall equilibrium — all small integer formulas driven by the character's performance stat.

• The .SND files turn out to be code overlays loaded into a fixed vector block — 24 slots, all mapped.

• Two load-bearing negative results: there is NO companion auto-travel and NO time-of-day code. Useful when deciding what's faithful in a remaster.

Honest disclosure: this was AI-assisted (Anthropic's new Fable 5 model running parallel analysis agents over the disassembly) — the difference from earlier tools is that it did in one overnight run what had taken me six months of piecemeal work. Static analysis tier; ~20 items still flagged for runtime verification in DOSBox.

u/PlayfulInterview984 — 2 months ago
▲ 7 r/retrogamedev+1 crossposts

Midwinter remaster — I moved the whole project from Rust/Bevy to Unreal Engine 5 (first tech demo + how I'm building it with AI)

Six months back I shared my Midwinter (Mike Singleton, 1989) fan remaster being built in Rust/Bevy. Big update: I've migrated the whole thing to Unreal Engine 5.

Bevy got the concept proven — terrain, world, core systems — but I kept hitting its limits for a project this size. UE5 has been a major step up; I'm porting the groundwork across and developing natively in Unreal now.

The other half of the story: I'm building solo, using AI (Claude Code) to write and drive the Unreal side — C++, Blueprints, the editor itself. The tech demo shows that workflow plus early gameplay (terrain, vehicles, HUD).

Tech demo: https://youtu.be/c8c8bttZJ1E

Playable Windows build: https://midwinter-remaster.titanium-helix.com/download

Pre-alpha and rough, but moving fast. Still after help — Unreal devs, testers, artists. Happy to get into the Bevy→Unreal migration or the AI workflow if anyone's curious.

u/PlayfulInterview984 — 3 months ago