Sentient Matrix

256 posts

Sentient Matrix

Sentient Matrix

@SentientMatrix

Katılım Nisan 2022
231 Takip Edilen40 Takipçiler
Matthew Collison
Matthew Collison@MrCollison·
Following inspiration from @DannyLimanseta you can now check out the fully open source Floppy Brawler #vibejam codebase (and enjoy my fantastic commit naming etiquette...) github.com/sixteenstudio/… It's a fork with some commits at the end - only to make local set up easier! No sneaky changes 😉 Basically every line is born from a mish mash of @claudeai and @cursor_ai usage with a codex experiment mixed in It's a 💩 codebase (what did I expect, it's 99% AI) - hardcoded HTML for menus, the .env and node_modules are committed (no secrets luckily haha) But there's a ton of insight into the way I work & as much as I don't like the code, I love the outcome. I hope it helps someone learn a thing or two - I should probably more of the code myself haha
English
2
1
12
231
Modestas
Modestas@modestasraz·
What a great initiative taken by @DannyLimanseta to open source Tiny Skies so I have also decided to open source Cosmic Golf! Started on April 3rd and last updated on May 1st! Whole game was vibe coded using Claude/Cursor/Codex (I tried a bit of everything) Even used GROK for images to explore the games visual capabilities I had a great time coding it, and exploring the game theory behind it, however, I do not see myself working on this project, so I'd rather for it to not to go to waste. Latest version you can find on Github here: github.com/ModestasMain/c…
Danny Limanseta@DannyLimanseta

I have open-sourced the entire codebase for Tiny Skies. You can see all the commits (100% commited by Cursor), right from the 1st day of the #Vibejam competition. If you know coding, I'd love to seek your expertise to take a look at the code to see how "messy" it is. I've always been very curious about how good/bad agentic coding is these days. So open-sourcing it will hopefully answer that question for me and whoever is curious. Github repo here: github.com/dannylimanseta…

English
4
5
60
4.6K
Sentient Matrix
Sentient Matrix@SentientMatrix·
@TAbrodi Great blog! I often encounter issues in the other direction - runs ok in mobile, but Chrome throttles everything if it decides "enhanced protection" is needed.
English
0
0
0
19
Tiger Abrodi
Tiger Abrodi@TAbrodi·
Your game runs fine on desktop. Why does it crash on mobile? tigerabrodi.blog/your-game-runs… Some actionable things you can do: - ship texture as ktx2. - drop texture resolution on mobile. - batch and instance ruthlessly. - render at lower internal resolution. - ...
English
1
0
1
270
Sentient Matrix
Sentient Matrix@SentientMatrix·
@DannyLimanseta Wow, incredible contribution to the community! You've massively raised the bar for vibe-coding games
English
0
0
1
23
Danny Limanseta
Danny Limanseta@DannyLimanseta·
I have open-sourced the entire codebase for Tiny Skies. You can see all the commits (100% commited by Cursor), right from the 1st day of the #Vibejam competition. If you know coding, I'd love to seek your expertise to take a look at the code to see how "messy" it is. I've always been very curious about how good/bad agentic coding is these days. So open-sourcing it will hopefully answer that question for me and whoever is curious. Github repo here: github.com/dannylimanseta…
Danny Limanseta tweet mediaDanny Limanseta tweet mediaDanny Limanseta tweet mediaDanny Limanseta tweet media
English
84
105
1.4K
84.7K
Ariescar
Ariescar@AriescarTu·
#vibejam breakdown 02 Built an exploration game Zero to playable Here's what I did in 20 days. Modular Avatar System Infinite Chunk System Erosion & Reveal System Combat & Boss System Crystal Vein System Weather System Dialogue System Audio System Radio System UI / HUD / Filter System Async Multiplayer & Cloud Sync System IDLE System #gamedev #vibecoding #threejs
Ariescar@AriescarTu

#vibejam breakdown 01 I designed two shader pipelines and wired the entire game system into them. Two worlds are eating each other. Detectors, shields, and explosions all share the same mechanics: 1. Each is defined by a radius and a center point, 2. Building a MASK on top of the depth buffer 3. Determine which pipeline gets revealed. The desert is for exploration. The erosion world is the battleground. Players can't linger there, enemies only spawn there, and the safe world physically blocks their advance. Like holy magic against undead — the same mechanic both attacks and heals. #gamedev #threejs

English
6
2
36
2.2K
Sentient Matrix
Sentient Matrix@SentientMatrix·
@andreeliasdev Would be really surprised if this game doesn't win one of the vibejam prizes! Can you share some insights around how you optimized performance?
English
2
0
2
105
André → andreelias.dev
André → andreelias.dev@andreeliasdev·
I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used @threejs + React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used @tripoai to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing + shaders + particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using @colyseus which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework @endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio + cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile
English
27
23
294
16.9K
Adrián
Adrián@adrscott·
Here’s my submission for the #vibejam @levelsio @cursor_ai @tripoai contest: AniKombat. AniKombat is a browser-based 3D fighting game built with Three.js. It has combos, instant VS CPU matches, training mode, casual online multiplayer, and ranked ladder play. No login or signup is required to play. You can jump straight into Training, VS CPU, or casual online matches as a guest. Accounts are optional and only used for ranked progression, match history, and ladder climbing. I built this in about 2-3 weeks using AI tools: - @cursor_ai and @OpenAI with GPT-5.4/5 for coding - @threejs for the 3D game client - @tripoai for 3D model assets - @ElevenLabs for sound effects/music - GPT Image for artwork, UI direction, and visual planning . This was a great learning experience. The hardest part was definitely online networking: sync, interpolation, prediction, reconciliation, and making combat feel playable over latency.
English
6
5
46
4K
Ariescar
Ariescar@AriescarTu·
#VIBEJAM As a game developer, I used an all-AI workflow to create assets and game systems this time. I’m planning to write a technical memo and tutorial. I’m thinking of starting with character creation—would anyone be interested in this topic? #THREEJS #GLTF
English
3
0
12
592
Sentient Matrix
Sentient Matrix@SentientMatrix·
@dontgetrekt @levelsio Thanks! Codex did add an abstraction layer to the raw data, but performance is largely dependent on whether the browser clamps resources based on security settings. (Practically - think OG Luke, not Maul 😅)
English
1
0
1
23
dontgetrekt 🧙‍♂️
dontgetrekt 🧙‍♂️@dontgetrekt·
@SentientMatrix @levelsio lightsaber w mediapipe webcam tracking is the most cyberpunk vibejam entry. how stable is the wrist tracking under fast slashes - any kalman filtering or just raw landmark stream
English
1
0
1
11
Sentient Matrix
Sentient Matrix@SentientMatrix·
Always wanted to master a lightsaber? I'm building Photon Blade for the @levelsio #vibejam. Control your weapon and strike down pesky drones, using webcam hand-tracking! Created in Codex with three.js, mediapipe, and webaudio. Demo > photonblade.sentientmatrix.net
English
3
0
4
185
Sentient Matrix
Sentient Matrix@SentientMatrix·
Minimalist by design - getting mediapipe to perform well was most of the work so far!
English
0
0
0
29
Sentient Matrix
Sentient Matrix@SentientMatrix·
@andreeliasdev @levelsio The visual quality and apparent fps are incredible. Hopefully you can provide more insights into how you created it! Like how much expert knowledge did you have to provide the AI for terrain generation, meshes, shaders, performance, etc.?
English
0
0
1
49
André → andreelias.dev
André → andreelias.dev@andreeliasdev·
After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience + AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
English
97
31
794
60.1K
Sentient Matrix
Sentient Matrix@SentientMatrix·
@did0f Looks fantastic! Curious how much guidance you had to provide to the models to get decent performance on cpu, gpu, etc.?
English
0
0
0
15
Francesco Di Donato
Francesco Di Donato@did0f·
Day 96 #BuildInPublic Testing Sunset City 🌆 ☀️ on mobile. I’m very surprised it even loads on phones! #vibejam Gotta improve a bit the controls. Tonight/tomorrow I’ll work on the actual gameplay. A friend told me “grapple hook” 🪝 and now I can’t stop thinking to Uncharted #gamedev
English
8
0
33
823
Sentient Matrix
Sentient Matrix@SentientMatrix·
@AIandDesign I was manually checking every single diff in AI Studio (and rolling back a lot of them for destroying entire files). Admittedly the updates they made a few weeks ago seem better at targeted changes, but not as reliable as e.g. Codex.
English
0
0
0
30
⭕ AI & Design (Marco)
⭕ AI & Design (Marco)@AIandDesign·
Holy shit I let Gemini 3 do a bunch of front-end stuff on my code earlier and it turns out it silently broke a whole bunch of stuff. That's the last time I'm using that on my codebase for quite a while. Damn...
English
4
0
9
423
Sentient Matrix
Sentient Matrix@SentientMatrix·
@DannyLimanseta This looks cooler with every update! I still find Gemini to be very strong at coming up with a good look and feel for games - but not so strong at architecture, bug fixing, or performance.
English
2
0
2
599
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
English
56
27
654
35.7K
Sentient Matrix
Sentient Matrix@SentientMatrix·
@DanArnoldMist This looks incredible. Is the map 100% procedural? Curious how the caves work - I wanted to add caves to my simple procedural game (terrain displacement) but didn't want to go the voxel route.
English
1
0
1
219
Sentient Matrix
Sentient Matrix@SentientMatrix·
@duckocancode @DannyLimanseta Looks great, esp. the sun bloom! You have a new follower. Curious what you did to create this look - color palette, shaders, post processing?
English
1
0
1
23
Ducko
Ducko@duckocancode·
Super mesmerized by what @DannyLimanseta did here, do of course I scrapped the current version of Giantfall in pursuit of a more ethereal, majestic feeing :) I should stop calling it Giantfall tho since I'm not even sure what I really want to make now haha! What will it eventually be? #vibejam
Danny Limanseta@DannyLimanseta

Rainy day vibes! 🎵 (Turn on sound for cosy vibes) I think I've settled on the #vibejam game concept. It's called Tiny Skies, it's a charming, cosy flying game where you fly around a tiny world, delivering packages, exploring the world and getting to know its inhabitants. If you've played Nintendo Animal Crossing before, you would probably recognise the kind of cosy vibes I'm going for.

English
2
1
10
867
Sentient Matrix
Sentient Matrix@SentientMatrix·
@modestasraz I think the visuals might benefit from some "deep space" background decoration (nebulas etc) and maybe more variation in the planet surfaces
English
0
0
1
16
Modestas
Modestas@modestasraz·
As a player besides playing a game, you always want some sort of progression. Cosmic Golf doesn't have features like upgrades but today it has Achievements. So far 25 different Achievements exist, some easy, some harder to obtain. #vibejam #threejs
English
5
1
14
470