
Sentient Matrix
256 posts





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…










#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




















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.

