zebleck

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zebleck

@zebleckAI

Just a mind drifting through the universe with the rest of y'all crazies.. Currently building a multiplayer online RTS. Check it out at tiny-rts dot com

Katılım Şubat 2022
40 Takip Edilen387 Takipçiler
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zebleck
zebleck@zebleckAI·
In just two weeks! Tiny RTS is now playable. A browser RTS with real-time multiplayer, community maps, and instant play. No download or install required. Check it out: tiny-rts.com If anything breaks, let me know, I'll fix it fast! #indiedev #gamedev #rts #webgame
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zebleck
zebleck@zebleckAI·
Love the little things you can do with web-gamedev. Want other people to join your lobby at an event? Create the lobby and let them scan the QR code. Full RTS experience, instantly joinable, no install or download required. #gamedev #rts
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zebleck
zebleck@zebleckAI·
A joke about vibecoding could be made here I think.. but it's mostly due to me testing in production. Oops..
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zebleck
zebleck@zebleckAI·
Turns out "replay mode" was so powerful it tried to replay the entire server back into itself and exploded. Fix is in, matches should be stable again! Sorry for the inconvenience.
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zebleck
zebleck@zebleckAI·
@GrinGalet I've been playing at gamedev for over 10 years and LLMs and Agents are an absolute godsend. Always make sure to plan the architecture, let the agent explore, then execute.
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GrinGalet
GrinGalet@GrinGalet·
Hey! I’ve been following your work and really love tiny rts, it looks and feels dope ! I was a huge SC2 player so there is a special plage in my heart for rts. I'm currently diving into the vibecoding world myself with a 2D hexagonal map project (inspired by Townsfolk, mobile app and soon on steam). Since you’ve already navigated the transition from simple logic to a polished game, I’d love your take on the 'vibecoding stack.' For a pixel art game like this, do you find specific engines or AI art workflows play nicer with the LLM-first approach? Any tips from your own journey would be huge
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zebleck
zebleck@zebleckAI·
Plan the architecture of your vibecoded games thorougly from the start, it will compound a LOT. Because TinyRTS was already a deterministic simulation, we were able to implement a memory-efficient replay system in one shot! Keep in mind this is all running in the browser.🤯
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zebleck
zebleck@zebleckAI·
@GrinGalet As for engines, the need for engines for 2D games has gone way down, in fact no engine makes it very easy for the LLM to interface with the game if its just pure code. In my case im just using HTML with Webgl rendering, CSS, and node js for the code.
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zebleck
zebleck@zebleckAI·
@GrinGalet Thank you! Very nice to hear youre starting your own vibecoding arc, would love to see the progress. Sadly I havent found a good 2D AI Art workflow yet, so for me the breakthrough was realizing to go all in on human asset packs.
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zebleck
zebleck@zebleckAI·
@mrtonyy_ @PixelFrogStudio Hey man, glad to hear it's helping you. I agree, its amazing to already have beautiful art! I also use it to answer myself what to implement. @PixelFrogStudio already had a very nice vision/scope of an RTS with this pack.
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mrtonyy
mrtonyy@mrtonyy_·
@zebleckAI tinyswords art pack @PixelFrogStudio is such a gift. i'm using it to learn unity game development, and it's so nice to have a well made asset pack to work with, so i can focus on the code. looks awesome! good work!
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zebleck
zebleck@zebleckAI·
@JakeSmGaming Nah just the replay system lol, the game was not one-shot.
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JakeSmith Tech
JakeSmith Tech@JakeSmGaming·
@zebleckAI Browser RTS with replay in one shot? That's the architecture win we all dream of. Planning really does compound.
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zebleck
zebleck@zebleckAI·
@paulsputer It's very simple, you got the gist of it, storing only commands and the tick in which they were sent. You just seed the initial state and then run the tick-based simulation and apply commands at the same time they were applied in the game. Leads to the exact same behavior.
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Paul Martin
Paul Martin@paulsputer·
@zebleckAI That's neat, is that in like a sparse 2nd differential form that's stored only when there's a command or interrupt and then can linearly interpolate position action from that?
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zebleck
zebleck@zebleckAI·
@isagawa_co Initially just HTML5 Canvas with node js. Now moved the rendering to webgl, postgres for db, redis for dynamic fast storage. Websockets for multiplayer. Definitely try it! A looot is possible these days.
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isagawa
isagawa@isagawa_co·
@zebleckAI Nice. I definitely plan on getting into game dev. What stack is this? Three.js?
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zebleck
zebleck@zebleckAI·
It's been an absolute blast to watch new players try out the game against the AI opponents over the last few days. Thanks to everyone who tried it out! Here you can see the classic moment before chaos, as the AI army approaches an unsuspecting player. #indiedev #rts #gamedev
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zebleck
zebleck@zebleckAI·
@bukati Wow I fixed that issue weeks ago for the Chrome Browser Warning. Do you know which one?
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zebleck
zebleck@zebleckAI·
If you want to be notified of upcoming events or find some human players to play against, there are usually some online on the discord, feel free to join: discord.gg/bkbzF57cF9
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zebleck
zebleck@zebleckAI·
The hits: Batched 2000 GPU uploads into 1, replaced 16K water tiles with a single repeating quad, throttled fog rendering, cached the minimap, and fixed 85ms zoom spikes. Biggest lesson: measure first. I assumed post-processing was the bottleneck. Added a toggle. It added 0 FPS.
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zebleck
zebleck@zebleckAI·
Spent today optimizing the TinyRTS renderer for large 128x128 maps 10-15 → 70 FPS (player) 10-15 → 144 FPS (spectator) Using Opus 4.6, we found and fixed about a dozen inefficiencies🤯 #gamedev #webgl #indiedev #rts
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