
Happy Birthday MotorStorm! We miss you!
renderfiction
3.2K posts

@renderfiction
Three.js dev shipping frictionless AAA experiences Community feedback drives the roadmap ◼️◼️◼️◼️◼️◼️ Drop demo → get your feedback → ship upgrades fast 🚀

Happy Birthday MotorStorm! We miss you!










ngl this looks amazing!






The past year has seen an explosion in coding productivity, per FT:





I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings: - I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning) - The model was able to set up the game, getting the basic game mechanics working fairly quickly - I had to use the Unity Game Editor UI to attach components to the in-game objects manually, but it was quite easy to follow the instructions given by the Cursor model - Unity Editor is huge and slow! Compared to Godot, I find the UI really clunky I feel tired looking at it - Unity Assets Marketplace is amazing, there are so many amazing art assets there (like the ones I am using for this game). This is probably the biggest strength of Unity. - I had some issues with restoring checkpoints, probably because of how Unity Game Editor UI being really clunky and I had to manually adjust things in the Editor, which the model doesnt have knowledge of Overall, the results turn out pretty decent, but it was a rather frustrating experience, especially when I had to debug issues or rollback changes. I'll explore more vibe coding on Unity but for now, I think I prefer Godot as a game engine. I just wish there is a Godot Asset Marketplace!


Posting this classic Gaben Newell clip this week for no apparent reason
