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@InOneProjects

Education, Software, Game Dev, AI. Currently building CIC: Fleet Command

Beigetreten Nisan 2026
40 Folgt22 Follower
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Tone@InOneProjects·
@jasperdeboer Guess we’re creatures of the same generation 😝 nice work!
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Jasper de Boer
Jasper de Boer@jasperdeboer·
My #vibejam 2026 submission: SKY CRITTERS 🐤🏙️ A 95% AI generated FPV Drone Base Defender. Defeat waves of critters, earn coins, upgrade your drone & defend your base. Oh, and it has multiplayer too 👬 Built with Cursor, Claude, ThreeJS, Suno 🔗 Link in the next tweet 🔊 Sound on! @cursor_ai - @levelsio
@levelsio@levelsio

🕹️ THE VIBE JAM IS BACK! I present you... 🌟 2026 @cursor_ai Vibe Coding Game Jam #vibejam Sponsored by @boltdotnew + @cursor_ai Start: Today! Deadline: 1 May 2026 at 13:37 UTC, so you have a whole month to make your game! REAL CASH PRIZES: 🏆 Gold: $20,000 🥈 Silver: $10,000 🥉 Bronze: $5,000 RULES: - anyone can enter with their game - at least 90% of code has to be written by AI - it should be started today or after today, don't submit old games - game has to be accessible on web without any login or signup and free-to-play (preferrably its own domain or subdomain) - multiplayer games preferred but not required! - can use any engine but usually @ThreeJS is recommended - NO loading screens and heavy downloads (!!!) has to be almost instantly in the game (except maybe ask username if you want) - add the HTML code on the Google form in the reply below to show you're an entrant - one entry per person (focus on making one really good game!) WHAT TO USE: - anythign but we suggest @cursor_ai's Composer 3 and @boltdotnew, they are both fast, affordable and great at ThreeJS and making games THE JURY: Me, @s13k_, and I will ask some real game dev and AI people to jury again too Sponsors and jury suggestions still very welcome, just DM me! It will be interesting to see the difference in quality with last year, and the Vibe Jam can be kind of like a fun benchmark for AI coding seeing it close in on real commercial games I think To enter, complete the form in the reply below this tweet!

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@wojack_x @threejs That’s a spectacular sprawling model - what’d you use to get it in place?
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Claude Coder
Claude Coder@wojack_x·
VIBE JAM DAY 8 Testing @threejs physics on ISS model. But it's still a green pill walking around. I need some cool characters for this game #vibejam #threejs
@levelsio@levelsio

🕹️ THE VIBE JAM IS BACK! I present you... 🌟 2026 @cursor_ai Vibe Coding Game Jam #vibejam Sponsored by @boltdotnew + @cursor_ai Start: Today! Deadline: 1 May 2026 at 13:37 UTC, so you have a whole month to make your game! REAL CASH PRIZES: 🏆 Gold: $20,000 🥈 Silver: $10,000 🥉 Bronze: $5,000 RULES: - anyone can enter with their game - at least 90% of code has to be written by AI - it should be started today or after today, don't submit old games - game has to be accessible on web without any login or signup and free-to-play (preferrably its own domain or subdomain) - multiplayer games preferred but not required! - can use any engine but usually @ThreeJS is recommended - NO loading screens and heavy downloads (!!!) has to be almost instantly in the game (except maybe ask username if you want) - add the HTML code on the Google form in the reply below to show you're an entrant - one entry per person (focus on making one really good game!) WHAT TO USE: - anythign but we suggest @cursor_ai's Composer 3 and @boltdotnew, they are both fast, affordable and great at ThreeJS and making games THE JURY: Me, @s13k_, and I will ask some real game dev and AI people to jury again too Sponsors and jury suggestions still very welcome, just DM me! It will be interesting to see the difference in quality with last year, and the Vibe Jam can be kind of like a fun benchmark for AI coding seeing it close in on real commercial games I think To enter, complete the form in the reply below this tweet!

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Tone@InOneProjects·
@ThePrimeagen This is a great way to get started. Be very strict with ESLint. Best lesson I learned recently
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ThePrimeagen
ThePrimeagen@ThePrimeagen·
I am slowly coming around to AI assisted programming. I am genuinely trying to codify every rule about programming that I have and using that + several stages to build out small changes. Not sure the productivity changes, but I think I can see a modest gain in speed. I am also trying to be concerned about every line produced, not just slop trebucheting code over the wall.
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Chong-U
Chong-U@chongdashu·
Oh by the way, since others have asked... I created a retro diffusion skill So I can just ask Codex / Claude Code / Cursor things like "generate a <thing> and animate it using rd' And it'll pretty much do everything and integrate it into the game for me.
Chong-U@chongdashu

Day 5 Update II of Vibe Jam Really digging Retro Diffusion. Having fun creating animated versions of static assets. This amazing art asset pack has animated flags... but not the trees. 🌳 Asked GPT 5.4 to analyse the flags animation. Then use RD skill to animate the trees!

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Tone@InOneProjects·
End result is the feature that completely broke my codebase the other night is now easy to parse for the agents. Work is progressing smooooooothly
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Tone@InOneProjects·
This advice is based on Alex Brohshtut's excellent article on medium here: @albro/eslint-as-ai-guardrails-the-rules-that-make-ai-code-readable-8899c71d3446" target="_blank" rel="nofollow noopener">medium.com/@albro/eslint-… Shortcut: Point your agent to the link and tell it to implement the advice from the blog, but only include project relevant ESLint rules and packages. Ensure findings are initialized as warnings and only promoted to errors once refactor is complete. What I did Caveat - be sure your agent preserves a clean state for revert in case things go sideways at any point. If you're not familiar with git, don't worry, your agent is fluent. My general flow is: - Make git branch (clean starting point), refactor/main - Prompt agent to perform cleanup & refactor phase on another branch, refactor/phase-[X] - Check branch - Merge branch into refactor/main - Repeat - When complete, merge refactor/main with master/main Starting prompt: Install eslint in this project with three hard rules which will begin as warnings and we will gradually promote to errors. 1. No file may be longer than 500 lines 2. No function or method may be longer than 50 lines 3. No function or method may have more than 3 parameters (prefer options objects) Create a plan that will be a codebase wide refactor beginning with the highest reward, lowest risk items in the first phase and adding progressively riskier items as phases progress. There may be many phases depending on the codebase, so write the plan in a .md file which will need to be updated as we progress and hand off among various agents. Document should include current statistics on hotspots, largest files, counts of warnings and errors, etc. Before performing any refactor, defensively write characterization tests for the existing behavior of the codebase. The goal is to prevent regression so an abundance of caution is warranted. This is not optional. No code changes should be made without test safety unless the user gives explicit approval. Where possible, point out and deliberately plan for parallelization of work done by subagents.
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Tone@InOneProjects·
Game changer. Code cleanup for vibe jammers. Direct your agent to install ESLint (a tool for code quality and standards) in your project and give it some guidelines. A full refactor may take some time, so doing it in stages may be a better call than doing it all at once. ⬇️
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Tone@InOneProjects·
#vibeJam update Day 10! Yesterday precipitated an app wide refactor and serious adjustment toward better quality code that's easier for both me and the agents to reason about. Implemented ESLint (I don't know why I waited) based on the advice in this excellent article: @albro/eslint-as-ai-guardrails-the-rules-that-make-ai-code-readable-8899c71d3446" target="_blank" rel="nofollow noopener">medium.com/@albro/eslint-… All files now below 500 LoC, params are simpler or have options objects, constants are cleaned up, scenes broken up into logical chunks, dead code removed, etc. Process: - Claude Opus started things off with a plan for the major refactor in phases. I let it run until my Pro plan ran out of usage over night and spent about $6 extra before it finished phase 1, which was a huge lift. - Over the course of the day I nudged Codex to implement each phase, and as I got more impatient I had it do so with subagents as an orchestratot. This level of refactor would have taken six months in my work paradigm, and realistically would never have been prioritized. Result - the task I could not get done last night is NEARLY done, but needs some polish but my fiancee is complaining I don't spend time with her anymore because of this game. She's right. I'm having so much fun. So no screens of half done stuff tonight. Don't sleep on ESLint in your project. Here's a pic of GPT 5.4 codex max thinking but as a cute puppy
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#vibeJam Day 9! Updates: Tough day for progress, despite putting in the time. Spent the day moving the holotable from confined to the table to a full centerpiece, since it's where the action will take place primarily. 1st screen - concept 2nd screen - start 3rd screen - current 4th screen - grid => sector shift diagram Part of the change toward more command oriented gameplay is shifting down from coordinates on a grid to sectors, which are 5x5 grids of coordinates under the hood. This will limit the number of POI's the player has to interact with and move closer toward "commander issueing orders to captains who carry them out". This is a huge change and taking it on all at once led to me just ditching the last several hours of work and reverting to a semi clean, mostly functional state. I'll spend a little time having codex and Claude tighten up the code base and implement a few code preferences, add additional unit testing, and now that I've got a greater handle on what needs doing hopefully give direction that orients the agents a bit more clearly and possibly in smaller chunks. Before the revert it was squash one bug, introduce three more, so best to step back and make it work better at first rather than bolting issues on top of broken code. More progress tomorrow for sure though.

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Tone@InOneProjects·
@sidriff Maybe, maybe not, but consider that in the SC map universe, all those maps still had to compete with thousands of other maps. If you never played Starship Troopers: Klendathu for SC, then you know what I mean. I made it in the original SC map editor and nobody played it 😅
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sid riff
sid riff@sidriff·
@InOneProjects those tools are how i fell in love with gamedev, so i hope you’re right unattached to a major game im not sure all of these games will find the same kind of audience. but we will try…
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Tone@InOneProjects·
We're heading for a golden age of gaming. The sheer variety of games in this competition is inspiring. It reminds me of the glory days of the Warcraft 3 and Starcraft 2 editors, which gave us classics like the entire MOBA genre and Tower Defense. Devs/Players have the tools now to iterate on anything and do it quickly.
@levelsio@levelsio

🧑‍🚀 Day 11 of the @cursor_ai #vibejam Proudly sponsored by @cursor_ai + @boltdotnew + @heyglif + @tripoai Prizes to win (submit your vibe coded game before May 1!) 🏆 $25,000 🥈 $10,000 🥉 $5,000 Today's games I liked most from the #vibejam timeline: 🌉 Grand Quack Auto by @ky__zo, back again, but now he has planes and he's flying to SF! 💻 Devimon by @thejjnn, a monster that runs in your CLI terminal, very different way to deliver a game 🚁 Drone Delivery by @MoneOunchPan, but while delivering you get attacked by anything and everything 🍄 Psychdelic Drive by @DurkatWork, a psychedelic driving game with lots of trippy effects!! YOU HAVE 18 DAYS LEFT! YOU CAN STILL ENTER! Reply in this thread with updates on your current games to share your progress, and add tag #vibejam so I see and can include you in the daily tweet There's now $40,000 in prizes for you to win, see threads below for more info. The Gold prize is $25,000, bronze is $10,000 and silver is $5,000! Wanna to participate? You can still start now and submit your game any time before May 1!

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Tone@InOneProjects·
@chongdashu I'm looking forward to trying this in my other project. This is really turning out gorgeous
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Chong-U
Chong-U@chongdashu·
Day 5 Update II of Vibe Jam Really digging Retro Diffusion. Having fun creating animated versions of static assets. This amazing art asset pack has animated flags... but not the trees. 🌳 Asked GPT 5.4 to analyse the flags animation. Then use RD skill to animate the trees!
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Chong-U@chongdashu

Day 5 of Vibe Jam Retro Diffusion can: → 1. Make new sprites → 2. Generate NEW animations for EXISTING sprites ❌ Problems 1. No straw targets 🎯 2. Archer sprite had no melee attack 👊 ✅ Solution Use AI to generate them! Preview of them both here👇 To get image consistency took a little fiddling around but really happy with the result! Might write an article of the process.

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Tone@InOneProjects·
Notes for me for later. Suggestions and workflows for 3D models pulled directly from the main tweet by @DannyLimanseta and the replies in that thread. 1. Generation Workflow (Main tweet + several replies) Danny’s core process for creating the upgraded biplane models and objects: •Use Gemini 3.1 Pro (accessed via Cursor) to generate the 3D models directly. •Prompt it explicitly for low-poly results. •Result: Significantly lower vertex/poly counts than Meshy or Tripo, while looking higher quality than Claude Opus/Sonnet or GPT models. •Danny switched most models from Opus to Gemini for graphics-related work. Quick start prompt tip (inferred from replies): “Generate a low-poly 3D model of [biplane/object] suitable for a spherical globe world with thousands of instanced items. Keep vertex count minimal while maintaining good visuals. Output as GLB.” Replies noting this surprised many devs: “didn’t know Gemini can generate 3D models too!” and “I’ll have to keep in mind to use Gemini for low poly models.” 2. Post-Generation Optimization Workflows (from replies) These target the high vertex counts and lag Danny mentioned. Workflow A: glTF compression (recommended by @justindkamen) 1Export the model from Gemini as .GLB. 2Run compression with gltf-transform (Draco + Meshopt):
npx gltf-transform optimize input.glb output.glb --compress meshopt 3 4Let your AI agent handle the command if needed (“Your agent will know what to do”). •Benefit: “Drops vertices/load time big time.” Workflow B: Blender decimation + texture reduction (by @holmesjtg and @justindkamen) 1Import the model into Blender. 2Apply Decimate modifier to reduce mesh face count. 3Downscale textures (Meshy often defaults to 2048×2048 → reduce to 512×512). 4Automate with Blender MCP agent: github.com/ahujasid/blend… •Bonus from same reply chain: Try Hyper3D Rodin (free API) for additional low-poly environment assets. Workflow C: Remeshing in Meshy (suggested by @chongdashu) •After initial generation, use Meshy’s built-in remesh tool to reduce polys further. •Danny’s note: Quality can be “pretty bad” — explore further or combine with the above steps. 3. Scene/Performance Workflows for 3D Models (related tips from replies) These help when your game already has thousands of instanced objects: •Mesh combining & material sharing (@ZestyGlitch): Combine meshes where possible and share materials/shaders to cut draw calls. •Lighting optimization (@ZestyGlitch): Switch from realtime lighting/shadows to shadow baking. Danny confirmed he’s doing some baking but will double-check all objects. •Bottleneck debugging: Ask your AI agent to profile GPU/CPU usage and print FPS on-screen for live testing. •Renderer note (Danny’s reply to @sarmadsangi): The project uses WebGL (not WebGPU) for broader iOS Safari compatibility. This affects how heavy your models can be. Summary of what worked best for Danny •Gemini 3.1 Pro (via Cursor) → low-poly generation. •Export → glTF compression + Blender decimation/texture downscaling. •Result: Upgraded biplanes and objects that no longer lag the globe scene.
Danny Limanseta@DannyLimanseta

Over the weekend, I added multiplayer "paint ball" dogfight to Tiny Skies, so players can fly around pelting each other with colourful paint balls, just for fun. I tried meshy and tripo to generate some 3D models for the game and the mesh vertices count are really high and lags the game a lot (probably because my game is a globe with thousands of objects - albeit mostly instanced). To my surprise, I found Gemini 3.1 Pro to be really quite good at generating good looking 3D models that are low in poly count. It generated 3D models at a much higher quality than Opus 4.6, Sonnet 4.6 and GPT 5.4. You can see the upgraded biplane models and some objects in the video below. #vibejam

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Tone@InOneProjects·
@DannyLimanseta Good stuff! Having grok pull all the alpha from this discussion
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Danny Limanseta
Danny Limanseta@DannyLimanseta·
Over the weekend, I added multiplayer "paint ball" dogfight to Tiny Skies, so players can fly around pelting each other with colourful paint balls, just for fun. I tried meshy and tripo to generate some 3D models for the game and the mesh vertices count are really high and lags the game a lot (probably because my game is a globe with thousands of objects - albeit mostly instanced). To my surprise, I found Gemini 3.1 Pro to be really quite good at generating good looking 3D models that are low in poly count. It generated 3D models at a much higher quality than Opus 4.6, Sonnet 4.6 and GPT 5.4. You can see the upgraded biplane models and some objects in the video below. #vibejam
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Tone@InOneProjects·
#vibeJam Day 9! Updates: Tough day for progress, despite putting in the time. Spent the day moving the holotable from confined to the table to a full centerpiece, since it's where the action will take place primarily. 1st screen - concept 2nd screen - start 3rd screen - current 4th screen - grid => sector shift diagram Part of the change toward more command oriented gameplay is shifting down from coordinates on a grid to sectors, which are 5x5 grids of coordinates under the hood. This will limit the number of POI's the player has to interact with and move closer toward "commander issueing orders to captains who carry them out". This is a huge change and taking it on all at once led to me just ditching the last several hours of work and reverting to a semi clean, mostly functional state. I'll spend a little time having codex and Claude tighten up the code base and implement a few code preferences, add additional unit testing, and now that I've got a greater handle on what needs doing hopefully give direction that orients the agents a bit more clearly and possibly in smaller chunks. Before the revert it was squash one bug, introduce three more, so best to step back and make it work better at first rather than bolting issues on top of broken code. More progress tomorrow for sure though.
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Tone@InOneProjects

#vibeJam Day 8! Updates: - Added roll to ship movement & smoothed turning - Multiplayer works - Improved bridge flight simulation - Added scaffolding for sounds and first sounds with @ElevenLabs . Thanks @chongdashu for pointing out their skills! GPT, as it turns out, makes a banger of a @suno prompt also. First "space exploration" ambient track in place. You can hear a small clip in the attached video. - Tuned model builder. Still iterating. Got my first model I will use in the game (pictured). Observations: Using the model builder is much faster for iterating on simple models than trying to prompt toward it. Claude Sonnet is also, so far, the clear winner. Way more than GPT it simply tries harder - taking screenshots, comparing, saying when it screwed up, and then trying to fix it. I stepped in and moved one shape (the plinth) to get the final look, and the editor made it way easier than trying to guess with numbers or nudge with language. I've put together a skill but haven't had a chance to do a test with and test without yet. Tomorrow. Gameplay: I'm building out a bigger console because I think I'm nudging toward nixing a few of my original gameplay ideas and instead incorporating them more naturally. A game that was formative for me growing up was Mech Commander, and I can still hear Hitman, Falcon, Beast, and Lynx giving status updates and screaming "My armor's coming apart!" and while I won't be able to get that level of performance with Eleven (probably), I can still get the experience of a ship reporting in and giving cues on battle through audio. I want this to be very much a command experience, where the player participating in the combat is spice. So orders will be streamlined to be less like StarCraft and more like Majesty: Fantasy Kingdom Sim, with captains making choices on their own but overall under the command of the player.

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