
r/vibecoding

Might Have Cracked AI 3D Asset Creation
I had this idea to get ai to make 3D assets but the way humans do. I create an engine ai uses to make assets.
Like humans using Maya, AI uses my Engine.
You realize 3D assets are just code and data, and the build process is just code and data.
So I created an engine that forces the ai into the process humans use to make 3D assets. The engine has tools and a runtime and a lot of other complex stuff the ai has to go through to make an asset.
The results are kinda cool. Best part you can follow each step the ai takes. Plus my engine helps ai make assets with baked in rigging.
The assets attached are all tests with my engine.
I built a planet scale casual driving sim that builds the world around you from public mapping data.
EDIT: I made a google form if you want to playtest, and I can contact you when a build is ready. Fill this out instead of DMing me, please
My son and I build games for fun in the evenings. I've got about 20 years software engineering experience, mostly in geospatial / public data backgrounds, and have built a few games in the past that are on various app stores. What started as a project to build a drivable map of our hometown has gotten a bit out of control...
Here's Hollywood boulevard and downtown LA at night. It's just as cool in a town of 50k population or a mountain road in Colorado. Sao Paulo is a trip.
If this post gets enough attention I'll put up a steam wishlist page and go all in.
Album of screenshots from various stages of development: https://imgur.com/a/TegkaMF
After replacing Photoshop - now it's time for Lightroom
After my first project Photon Studio (free photoshop alternative) hit 30k users, and also resulted many sloppy copycats like PhotoCraft or ImageRaw - many adobe users cancelled their photoshop subscription, I started on my next big thing: a full blown Lightroom alternative.
Meet Light Studio. 680 people joined the waitlist in 5 days, and the alpha feedback was insane. Today it's out here's what's in it so far, and this is just the beginning:
- 85% coverage of lightroom features
- One-click .lrcat catalog import
- All Lightroom keyboard shortcuts, same feel
- AI denoise and object removal
- RAW edits and adjustments
- Better UX than lightroom and lrc (imo)
- CLI, MCP, skills, and more
- No subscription
Next up: keep improving Photon and Light - top priority. illustrator alternative in a week, maybe less. Then indesign, acrobat, after effects, premiere.
cheers.
Opus 5.5 vs Astra 6.0 vs Gemini 3 Pro
All 3 tested for mobile app UI
Hpw it looks like?
100% Open Source Clean Room Implementations of 7 of Adobe's Top Apps
I've seen another desktop photoshop clone floating around that was Javascript/Electron, but I wanted to do full native Rust for full performance. I also wanted to do all of Adobe's software suite. I've been bitten by their unsubscribe bill several times and it's the shittiest thing a software company has ever done to me.
No more. These are clean room, rust-only implementations that are fully open source. You can clone them, fork them, own them.
There's still work to do, so please join our Discord and give us feedback.
Links in comments.
LUMENFALL, a voxel world on an engine I wrote from scratch in C++/OpenGL, built with AI as my coding partner
Full honesty up front, since that's the interesting part for this sub: I didn't write most of this. Claude (Opus) and Fable did basically all of the actual coding. My job was to point at things — "the shadows flicker here," "this looks wrong," "do X next," "not good enough, redo it" — playtest, and make the calls. Director and QA more than programmer.
What they built is a voxel engine from scratch. No Unity, no Unreal, no libraries — just C++ and raw OpenGL. What it does:
• Generates a big procedural world in code — terrain, biomes, caves, castles, villages, creatures. No asset files at all, which is why the whole game is ~1 MB. It's code, not generated art — every pixel is drawn by shaders the models wrote.
• Renders it with a modern graphics stack built piece by piece: raymarched volumetric clouds you can fly through, cascaded shadow maps with soft contact-hardening (PCSS) shadows, screen-space water reflection + refraction, temporal AA, SSAO, god rays, and a dynamic day/night cycle with a volumetric sky.
• Streams chunks with level-of-detail to draw ~450 chunks to the horizon while keeping the whole world in memory. Multithreaded generation + meshing; runs smooth on an RX 7900 XT.
The part that still surprises me is how much of the genuinely hard stuff — the renderer architecture, the shader math, GPU-driver bugs that took days to corner — the models handled once I could describe the symptom clearly. Knowing what "good" looks like and where it's broken turned out to be most of my value.
You can actually play it https://github.com/vengeful180-dot/LumenFall/releases/tag/v0.22 . Happy to talk about the workflow, how the models handled engine-level code, or where they struggled — ask me anything.
Two things people always ask:
• It's tiny (a couple MB) — that's not a stub. The whole game is a custom C++/OpenGL engine with zero external libraries, and every texture, biome, creature and world is generated procedurally in code. There are no asset files to ship, so it all fits in one small .exe.
• It's a single self-contained .exe — no installer, no dependencies, no telemetry. Scan it if you like. Windows may throw a SmartScreen warning since it isn't code-signed (normal for small indie builds) — just click More info → Run anyway.
Youtube high quality video here: https://www.youtube.com/watch?v=IMrI2OrWypI
what are y'all currently working on?
I'm working on:
App Scout - https://www.AppScout.co Discover web and mobile apps from across the internet
and
Mega Viral Games - https://www.MegaViral.Games Discover games from across the internet
I built both AppScout and Mega Viral Games with Claude Code, Python, Django, vanilla JS, and Heroku (AppScout uses Neon db). Sticking to plain server-rendered HTML and basic JS kept things simple and I think that helped Claude to rarely mess up. Also was using my MacBook air for development until that broke sadly.
I built my dream app 🤩 Comment what you guys have been working on and I’ll check it out!
Comment what you guys have been working on & I’ll give you some feedback!
If I love your app, I’ll give it a 5 star review.
I’ve been working on a mobile IDE to write code in Python, JS, C, and Lua. With a local AI agent bundled into the app. So you can code without ever have to run into rate limits. You’re also able to connect a cloud model if you want more intelligence, customization, or to push to GitHub.
Local AI is completely free and unlimited. 🤩
Isolated environment for coding projects.
Hey everyone! Wanted to share something I built that's been genuinely helpful for my own ADHD brain when jumping between coding projects.
Oyren gives you a fresh, isolated server environment for each coding task. You just launch a container against your repo and start working, either in a terminal or with a coding agent doing the work while you steer.
Since each task gets its own clean environment, you can also just abandon one and start fresh without any cleanup guilt, which has been a nice antidote to the "now I have to fix this before I can start that" trap.
You can use it with Claude Code, Codex, Opencode and Cursor and bring your subscription accounts to avoid paying extra for AI.
Still building this out, happy to answer questions if anyone wants to try it.
Link - [oyren.ai](http://oyren.ai)

I've been tracking the price of RAM over the last 3 months and it has started to indicate signs of price fixing
Original post from 2 months ago where it was trending back down at the start of August.
What do you think?
I asked Claude Opus 5.5 to build a typing game end to end, from one prompt
You can play it here. The leaderboard is global so let's see who can get the highest score! Feel free to contribute to the repo.
Prompt: Build a fun, extremely smooth typing game end to end. It should measure your speed but be genuinely fun to practice with, and it should adapt up and down to your skill so progression feels fair. Free website, global leaderboard, optional GitHub or X username to show your avatar (no sign-in). Fully responsive. Visually test everything, test the mechanics, and keep iterating until it's something you're proud to show off as a demo of Opus 5.5. Use Sonnet 5.5 subagents for well-defined parallel tasks, track usage and timing separately, and open it in my browser when done.