Chase

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Chase

Chase

@chasemdev

Father • Entrepreneur • Founder • SWE @ Indeed

Katılım Ocak 2026
73 Takip Edilen63 Takipçiler
Chase
Chase@chasemdev·
@theo Bro why do your fans hate that you change your mind when provided new information 😆
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Theo - t3.gg
Theo - t3.gg@theo·
Claude Mythos is the start of the end. I think this is my psychosis moment.
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Chase
Chase@chasemdev·
I just know some of y’all are gonna be screen peaking in the retirement homes one day, and I’m not gonna name names !!!!!
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Chase
Chase@chasemdev·
I did have to edit the HTML because the dropdown only allows $60 max.
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Chase
Chase@chasemdev·
btw. The Cash App playstation store deal, you can purchase $100 for your wallet, and only spend $50.
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Chase@chasemdev·
APRIL FOOLS 😭
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Chase
Chase@chasemdev·
Happy to share that Grimoria has been acquired by the Hytale team! We will be the first minigame server playable from the server browser! Looking forward to joining @Simon_Hypixel and the others to bring our awesome PvEvP dungeon extraction experience to you all.
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Chase
Chase@chasemdev·
@supertommy @threejs Man, I finally just got undistracted from this space and you want to reel me back in??
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Tommy Leung
Tommy Leung@supertommy·
@chasemdev @threejs you can, there’s a whole community of people who rip assets from games; that’s where these assets came from (except the logo)
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Tommy Leung
Tommy Leung@supertommy·
Promised to ship before the movie so... 📅 53 days 🤖 731 vibe coded commits ⚡️ Powered by @threejs 🚀 Inspired by a space plumber 🙋‍♂️ AMA, no secrets, no shame High level, grouped list of what's in this game: Galaxy DNA - Lumas - Star Bits - Spin attack with air boost + ground-cancel - Galaxy gravity - Octoombas - Gateway Galaxy music track Vibe Coding Process - Claude Code (Opus) for ~95% of all code - CLAUDE.md project instructions file (163 lines of rules + constraints) - 87 implementation plans written before coding - 36 AI code reviews (ECS, architecture, performance) - 11 retrospectives after major features - 60 extracted skills (reusable knowledge from debugging sessions) - Constraints doc that grows every time something breaks (115 lines) - /lets-build workflow: discovery → plan → review → implement → verify - Every feature: plan first, review the plan, then build in atomic commits - Custom level construction CLI (AI-assisted placement) - this evolved over 53 days Architecture - Custom ECS engine (Structure-of-Arrays, zero-alloc hot paths) - Benchmarks faster than bitECS on packed iteration - 117 ECS systems orchestrated in explicit update order - Data-oriented Process system (sequential/parallel composition) - 30+ process types: UI animations, camera arcs, sfx Rendering - Three.js + Pixi.js sharing one WebGL2 context - Three renders 3D, Pixi renders UI — no extra canvases - Half-res bloom, color grading, occlusion silhouettes - Fresnel rim lighting + hemisphere ambient for Galaxy-style polish Physics - Rapier3D WASM physics (SIMD build) - Kinematic character controllers for player + all enemies Gravity - Galaxy-style gravity fields (walk around surfaces) - 4 gravity field types - Priority-based gravity resolution with distance tiebreakers - Convex hull letter platforms with per-face gravity - Spring-damped gravity transitions Shadows - Multi-pass gravity-aware shadow system - Per-instance shadow filtering via vertex shader attributes - InstancedMesh candidates promoted across gravity fields - Dynamic frustum sized from camera FOV each frame Camera - camera system with 12 critically damped springs - Follow-gravity mode (trailing orbit in tangent plane) - Fixed-up mode (screen stays level on letter platforms) - Top-down mode (Galaxy overhead cam, roll-free quaternion) - Camera collision via 4-direction spherecast repulsion - Override blend system for boss fights + pipe travel - Catmull-Rom spline intro flythrough with per-waypoint duration Space - Procedural space nebula (simplex noise shader, 3 octaves) - 1,800 seeded stars with per-star brightness + color variety - Galaxy-authentic palette across all screens Enemies - 5 enemy types with full AI state machines - Goomba, Koopa, Spiny, Bob-omb, Octoomba - 3D distance → FOV cone → LOS raycast detection pipeline - Editor-placed OBB avoidance zones with deflection hysteresis - Recoil, stun, shell, fuse, and ranged attack behaviors Boss Fight - Bowser Jr. boss fight - Multi-phase combat with Bob-omb spawning - Controlled intro/outro sequence Mario - Galaxy-style spin attack - Rainbow diamond particle burst (InstancedMesh, 64 pool) - Hit-stop with global time scale freeze + camera shake - Air boost, ground-cancel, shell kick at extended range - Invulnerability frames during active spin Yoshi - mount/ride system with shield HP - +3 extra HP ring on mount, damage depletes shield first - Overflow damage carries to Mario - Forced dismount on shield break with poof effect Objects - Coin system with InstancedMesh rendering (256 max) - Per-instance opacity via shader patching - Pop → float → shrink → fade collection animation - Swap-and-pop O(1) entity removal - Star bit burst spawning with attraction system - Pipe warp travel with camera override blend - Parallel-transported screen-right vector during crossfade - Shadow field updates for traveling entities - trampoline - 3D assets from Hello Mario Framework (now archived) and game rips Audio - 17+ wired sound effects with spatial audio - Bob-omb fuse sound: per-entity lifecycle, looping playback tracking - Distance-based volume for poof and explosion effects UI - Odyssey-style ring HP meter with shield inner ring - Number roll + arc lerp stagger on health changes - Gold coin counter HUD - Loading screen with code-split fast first paint - Pretext layout flow in "legal" screen with retro Mario Controls - Mobile touch controls: virtual joystick + A/B buttons - Proportional analog stick with walk/run speed switching - Gamepad support: Xbox, PlayStation, Switch Pro - Dead zones, auto-reconnect, synthetic DOM key bridge Dev Tooling - experimental CLI level construction tool with undo history - 18 placement types with type-safe defaults - Atomic file writes, auto-backup (max 20), live reload - Dev server auto-save plugin for visual editor - Two-panel debug editor (Tweakpane) - Hierarchy + inspector with gravity field live editing - Translation/rotation gizmos with gravity-relative local space - Per-waypoint camera preview for intro spline tuning 731 commits. 53 days. 95%+ vibe coded.
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Chase
Chase@chasemdev·
@Dimillian Test driven development helps too for when the future LLM agent breaks stuff and doesn’t know there were contracts in place for some of its changes
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Thomas Ricouard
Thomas Ricouard@Dimillian·
Here is my usual Codex workflow and what I try to improve Build some feature -> review and fix until there is no major issue -> ask for code simplification and deduplication -> review again -> manual review -> open PR This is for supervised non vibe coded project.
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Chase
Chase@chasemdev·
We really need a opengl to threejs port my boy 🤔
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Chase
Chase@chasemdev·
@kimmonismus What am I missing, 3GB? "Due to size and the BF16 format of the weights - Voxtral-4B-TTS-2603 can run on a single GPU with >= 16GB memory", are you saying 3GB RAM and you still need 16GB vRAM?
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Chubby♨️
Chubby♨️@kimmonismus·
Mistral AI released Voxtral TTS, a 3-billion-parameter text-to-speech model with open weights that the company says outperformed ElevenLabs Flash v2.5 in human preference tests roughly 63% of the time on standard voices and nearly 70% on voice customization. The model runs on about 3 GB of RAM, achieves 90-millisecond time-to-first-audio, supports nine languages, and can clone a voice from just five seconds of reference audio, including cross-lingual adaptation that preserves the speaker's accent.
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Chase
Chase@chasemdev·
@Psychohistory0 There’s another group working on a port, they’re making way better progress using 32 bit, i think it uses wine for linux/mac
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Kate
Kate@Psychohistory0·
@chasemdev Oh, that’s a shame. It’s one of my all-time favourites, so much so that I have Midna (both forms) tattooed on my upper arm.
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Chase
Chase@chasemdev·
After the successful Animal Crossing port, I wanted to try another, Zelda Twilight Princess, I spent literally 10 days and this is the best I have to show. I'm admitting my first major defeat. This is a 64 bit migration, and running on MAC. Source: github.com/chasem-dev/tp-…
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Chase
Chase@chasemdev·
@mobby_hytale Hmm 🤔 you want me distracted don’t you 😂 I couldn’t fully grasp it, did the dungeons source code leak too? Was anything functional and recompilable?
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Chase
Chase@chasemdev·
How can I waste my time today 🤔
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Senhor Linguica Pro
Senhor Linguica Pro@SrLinguicaVIVE·
A versão de PC do game Animal Crossing (GC), está ganhando uma versão para Linux, que rodará no PortMaster. Isso signigica que portáteis como R36S ou a lina H700 da ANBERNIC poderão rodar o game nativamente. Isso é impressionante, mostra o poder das versões recompiladas!
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Thomas Ricouard
Thomas Ricouard@Dimillian·
Playing an AAA game on max setting on a 5k display on a Mac with a Switch Pro controller. How far have we come????
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Chase
Chase@chasemdev·
@Psychohistory0 Red Pudding? As in a game??? Food?? Code?? AI???
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Kate
Kate@Psychohistory0·
@chasemdev So far Red Pudding has been a very pleasurable waste of quite a few hours. Has been distracting me from my Openclaw project.
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lhVIII
lhVIII@ATLETILH8·
@chasemdev @VEsoterica Hopefully someone gets a mac 64 bit version of the animal crossing port too, it just seems like a perfect mac game.
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