Matthew Collison
278 posts

Matthew Collison
@MrCollison
Coding, designing & building web experiences for 14 years. Building with Laravel, Tailwind, Vue & AWS 🚀 Too much beard
Tham gia Temmuz 2022
191 Đang theo dõi63 Người theo dõi


#vibejam Day 10 - graphics polish ✅
Added HDR maps, improved the lighting directions/shadows, made the camera lerping/distance feel smoother. I'm not touching the graphics anymore!
Onto 2 new maps, a finalised multiplayer UI, and a fun tutorial level I have in mind...
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@kr0der ~100 prompts, Claude 4.6 Sonnet, I started 10 days ago. Should I add Claude and Codex hats? 🤣
(you should see the first version... haha)
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@did0f A) right? If we’re saying bake the scene’s shadows but keep the player’s dynamic?
As long as there’s no day night cycle, if there is, it’s B) I think
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Quick poll for #gamedev folks.
Mostly static scene. ONE character moves. How do you handle shadows?
a) Split casters across two shadow-casting lights (one cached, one live)
b) Keep `autoUpdate = true`, lower shadow-map resolution
c) Cache once, accept wrong NPC shadow pose
d) Other
Tradeoffs in the post didof.dev/en/blog/threej…
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Just submitted Tiny Hamlet to @cursor_ai x @levelsio #VibeJam 2026 🏡
Build your own cozy little village in the browser ; walls, roofs, fences, campfires, NPCs wandering around, day/night cycle. Multiplayer too.
No downloads. No login. Just vibes.
👉 tinyhamlet.net
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#vibejam D9: Graphics
I'm happy with the gameplay, so I'm focusing on maps+visuals.
- Anamorphic Bloom (a kind of horizontal lens flare)
- Soft Motion Blur
- TRAA (Smoother anti aliasing IMO)
- 3D LUT
- PBR Meteors
- Realtime shadows
And ~4 FPS impact (220 AVG down to 216!!)
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@kylebrussell I used 3.5 sonnet in cursor daily back then for work
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Claude 3.5 Sonnet was June 2024 anthropic.com/news/claude-3-…
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I think this is false memory?
The code coming out of the tools was not very good two years ago
Paul Graham@paulg
Each Y Combinator batch I ask the startups what percent of their code is written by AI. It passed 75% at least a year ago, maybe two.
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#vibejam Day 8... Multiplayer Pain 😫
There's some core render-loop issue in the game that I missed
Yesterday's multiplayer was a red herring for something else going on under the hood...
Some perfect 367ms delay, even on <1ms ping
Wish me luck!

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@just_in_bytes @colyseus Very ambitious to write a server in go for a web game 🤣 it’s hard enough to make a simple JS one to work haha
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@MrCollison @colyseus I'm in the same boat! I started with a go server and very quickly did a rewrite to @colyseus. Still getting a bit of lag tho. Is this going to be only 4 player?
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@just_in_bytes @colyseus I just got off work and had a play and I noticed it’s masking some massive 300ms delay 😬 I think 8 play will end up being the limit when I’m done with it - that’s the aim!
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@did0f Sort of bloomy, soft too shading with no outlines and a little bit of atmospheric haze. It does look amazing
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@MrCollison @colyseus Hey the movements are super fluid, kudos! I like also the border thingy, how is it called?
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@MyMoonEnt @colyseus 🤣 I appreciate the pointers
Our claudes are just assisting other claudes via their human proxy
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@mrcollison @colyseus Ahaha no worries im too learniing with claude, im just regurgitating what he fixed for my case too ahah
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@pranviskidding The whole player (and all other physics) uses Rapier.js - it works beautifully with Three.JS
The punch is a violent push forward and a snap back (to stop it dragging the player forward)
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@mrcollison Hey Matthew, just wondering how you achieved the punch action of your ragdoll. Also is it completely made in threejs??
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#vibejam Day 6: ok multiplayer sync is perfect (80ms simulated ping) - how is it this good??
I think the moon/sun map AI needs some work though 🤣
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@mrcollison @colyseus looks smooth! I'm fighting with multiplayer for my game right now
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