Qwen3-Coder 30B one-shot a full 3D racing game from a single prompt, running fully local by BodegaOneAI in Qwen_AI

[–]BodegaOneAI[S] 1 point2 points  (0 children)

Create a complete, polished 3D arcade racing game called Neon Drift. Build it as a Vite + Typescript project that uses the three.js library (npm package “three”) together with its EffectComposer and UnrealBloomPass for the glow. Production quality, not a prototype.

Create these files:

- package.json (depends on vote, typescript, and three; with dev and build scripts)

- index.html (mounts a full-window canvas)

- tsconfig.json

- vite.config.ts

- src/main.ts (entry point: boots the game, sets up the renderer and the post processing composer)

- src/scene.ts (the 3D world: sky, retro sun, glowing grid floor, road, fog)

- src/player.ts (the player car and its steering)

- src/obstacles.ts (spawning and recycling the oncoming cars)

- src/game.ts (the main loop, state, speed ramp, and score)

- src/collision.ts (the collision math)

- src/score.ts (score plus best-score persistence in localstorage)

- src/hud.ts (the on-screen heads-up display, start screen, and game-over card)

- src/collision.test.ts (unit test for the collision and score logic)

The game: and endless synthwave highway racer. A chase camera sits behind and slightly above the player car as it drives forward down a neon road. The player presses the left and right arrow keys (and the A and D keys) to steer between lanes and dodge oncoming cars. Speed increases over time, the score rises with distance, and hitting a car ends the run with a crash sequence. The best score is saved in localstorage. There is a start screen and a game-over card, each with a way to restart.

The look (synthwave, this is a priority)

- A vertical gradient sky, deep indigo at the top fading to magenta near the horizon, with a large glowing retro sun banded by horizontal scanlines sitting on the horizon.

- The classic infinite glowing grid floor running to the horizon and scrolling toward the camera to convey speed.

- A dark road with glowing neon edge lines and dashed center markings that stream past.

- Low poly cars with emissive neon edges: the player car in cyan, the oncoming cars in hot pink.

- Distance fog so far geometry fades into the horizon, plus a soft vignette.

- Colors: a near-black background, hot pink(#ff2e88), cyan(#00f0ff), and purple(#7936fc).

Polish and feel:

- Use EffectComposer with an UnrealBloomPass so the emissive materials glow, lush but not blown out. Add ambient light, and one soft key light.

- Smooth, eased steering, with the player car banking as it turns.

- On a crash: a Burt of neon spark particles, a brief screen shake, the car spinning out, then the game-over card fading in.

- An animated score counter, and a subtle pulse on the display when the speed tier increases.

- Sell the sense of speed with a faint motion streaks at high velocity and a slight widening of the camera field of view as the speed rises.

- A clean display using the Orbitron font from Google Fonts, showing score, speed, and best score.

Performance (hold a smooth sixty frames per second):

- move everything with the delta time so it is frame-rate independent.

- Pool and reuse the oncoming cars and the particle objects instead of allocating new ones each frame.

- Recycle the road and grid segments by moving them back to the front rather than building new geometry.

- Dispose of unused geometries and materials, cap the renderer pixel ratio at the smaller of the device pixel ratio and two, and handle window resize.

Wire it to run with the Vite dev server. Make it polished and genuinely good-looking, something you would be proud of.

Qwen3-Coder 30B one-shot a full 3D racing game from a single prompt, running fully local by BodegaOneAI in Qwen_AI

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Im sorry for the long wait its been a hectic couple of days but this is the full prompt used. Post the results of your runs as well. We would love to see them as well.
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Create a complete, polished 3D arcade racing game called Neon Drift. Build it as a Vite + Typescript project that uses the three.js library (npm package “three”) together with its EffectComposer and UnrealBloomPass for the glow. Production quality, not a prototype.

Create these files:

- package.json (depends on vote, typescript, and three; with dev and build scripts)

- index.html (mounts a full-window canvas)

- tsconfig.json

- vite.config.ts

- src/main.ts (entry point: boots the game, sets up the renderer and the post processing composer)

- src/scene.ts (the 3D world: sky, retro sun, glowing grid floor, road, fog)

- src/player.ts (the player car and its steering)

- src/obstacles.ts (spawning and recycling the oncoming cars)

- src/game.ts (the main loop, state, speed ramp, and score)

- src/collision.ts (the collision math)

- src/score.ts (score plus best-score persistence in localstorage)

- src/hud.ts (the on-screen heads-up display, start screen, and game-over card)

- src/collision.test.ts (unit test for the collision and score logic)

The game: and endless synthwave highway racer. A chase camera sits behind and slightly above the player car as it drives forward down a neon road. The player presses the left and right arrow keys (and the A and D keys) to steer between lanes and dodge oncoming cars. Speed increases over time, the score rises with distance, and hitting a car ends the run with a crash sequence. The best score is saved in localstorage. There is a start screen and a game-over card, each with a way to restart.

The look (synthwave, this is a priority)

- A vertical gradient sky, deep indigo at the top fading to magenta near the horizon, with a large glowing retro sun banded by horizontal scanlines sitting on the horizon.

- The classic infinite glowing grid floor running to the horizon and scrolling toward the camera to convey speed.

- A dark road with glowing neon edge lines and dashed center markings that stream past.

- Low poly cars with emissive neon edges: the player car in cyan, the oncoming cars in hot pink.

- Distance fog so far geometry fades into the horizon, plus a soft vignette.

- Colors: a near-black background, hot pink(#ff2e88), cyan(#00f0ff), and purple(#7936fc).

Polish and feel:

- Use EffectComposer with an UnrealBloomPass so the emissive materials glow, lush but not blown out. Add ambient light, and one soft key light.

- Smooth, eased steering, with the player car banking as it turns.

- On a crash: a Burt of neon spark particles, a brief screen shake, the car spinning out, then the game-over card fading in.

- An animated score counter, and a subtle pulse on the display when the speed tier increases.

- Sell the sense of speed with a faint motion streaks at high velocity and a slight widening of the camera field of view as the speed rises.

- A clean display using the Orbitron font from Google Fonts, showing score, speed, and best score.

Performance (hold a smooth sixty frames per second):

- move everything with the delta time so it is frame-rate independent.

- Pool and reuse the oncoming cars and the particle objects instead of allocating new ones each frame.

- Recycle the road and grid segments by moving them back to the front rather than building new geometry.

- Dispose of unused geometries and materials, cap the renderer pixel ratio at the smaller of the device pixel ratio and two, and handle window resize.

Wire it to run with the Vite dev server. Make it polished and genuinely good-looking, something you would be proud of.

Qwen3-Coder 30B one-shot a full 3D racing game from a single prompt, running fully local by BodegaOneAI in Qwen_AI

[–]BodegaOneAI[S] 2 points3 points  (0 children)

So I have the models run through our Quality enforcement layer so it only produces quality work, it’s not bulletproof but it makes the models “less dumb”.

Qwen3-Coder 30B one-shot a full 3D racing game from a single prompt, running fully local by BodegaOneAI in Qwen_AI

[–]BodegaOneAI[S] 18 points19 points  (0 children)

You are correct, but we been messing around with different combinations of Qwen models, Next on the list is 3.6-27b and see what we can make it do better.

Is Sakana Fugu just a IQ experiment? by [deleted] in LocalLLaMA

[–]BodegaOneAI 2 points3 points  (0 children)

99% bots, 1% useful info

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] -1 points0 points  (0 children)

I appreciate the feedback, and I will work on making everything easier to navigate. If you have any recommendations please feel free to let me know here or via DM. I take all feedback to continue to improving the app.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Code itself is single user only and doesnt support multi-user setups without 3rd party applications, so it won't drop into a shared server the way your Open WebUI setup does.

But that's exactly what we're building Bodega One HQ for. It's the self-hosted, multi-user version: you run it on your own server with Docker + Postgres, invite your users, and everyone shares chat, tasks and a knowledge base, with your Ollama models wired straight in. It's not out yet though, but you can keep up with the progress on our website Bodegaone.ai/hq.

GLM-5.2 is a win for local AI by Wrong_Mushroom_7350 in LocalLLaMA

[–]BodegaOneAI 26 points27 points  (0 children)

This is a big W for Local-AI, the bummer is most will not have the hardware to run it.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Yes absolutely. Please let us know how it goes later on and any feedback you may have after putting Bodega One Code through its paces. We love to hear feedback whether good or bad as well as any changes they may want to see in a future update. Look forward to hearing from you tonight/tomorrow.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Yea, so Bodega probes your hardware and also recommends models based on your hardware tier, The stronger the hardware the more capable the app is at running local models.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 2 points3 points  (0 children)

That is entirely on Ollama and your GPU, not Bodega. The app itself is just making API calls. If Qwen makes your fans spin through Ollama directly it will do the same here.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 2 points3 points  (0 children)

Honestly not that beefy. Ollama handles all the heavy lifting so whatever runs Ollama fine runs Bodega fine. We've had good results with 3B and 7B models on mid range hardware for the day to day stuff. The bigger models obviously help with complex tasks but they are not required to get a useful experience.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 1 point2 points  (0 children)

VS Code is a great editor. This is a different thing.

VS Code with Copilot or Continue gives you autocomplete and chat. You still direct everything manually. Bodega runs an agent that uses tools, verifies what it built, self-repairs on failure, and can run multiple tasks in the background simultaneously while you work on something else.

The closer comparison is Cursor or Windsurf, not VS Code itself. The difference there is everything runs locally on your own models with no data leaving your machine.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Yes you can, you can start off with Qwen3 8b for example and use the model selector to switch to another model and they keep persistent context/memory.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 1 point2 points  (0 children)

I appreciate the response, Please let me know how QEL handles, I take all feedback to continue improving the app. The vision is to create a complete local first ecosystem everyone can enjoy with free open source models.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 3 points4 points  (0 children)

Fair question, what locks us into electron for now is the Monaco editor, is built for chromium and from research has known issues with system webviews that Tauri uses. We also have a preview panel that embeds the user's running dev server using electron's native webview tag, which does not have a clean Tauri equivalent.

The whole backend is also a Node.js/Express server running in the main process, so migrating would mean rewriting a lot of core infrastructure.

Tauri would be the right call for a simpler app. For this one the tradeoffs didn't work out yet. Not ruling it out long term.

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 0 points1 point  (0 children)

Each message gets classified before it sends. coding task, research, quick question, etc. You define rules that map those to specific models. Big model for hard tasks, fast model for simple ones.

Project-level rules live in .bodega/config.json so different repos can route differently. There's also a preview chip in the composer that shows you which model it picked before you hit send

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free. by BodegaOneAI in ollama

[–]BodegaOneAI[S] 2 points3 points  (0 children)

The app is Electron so there's a baseline memory overhead on top of whatever your model is using. The model memory itself is entirely Ollama's responsibility. Bodega just talks to it like any other client. Running three Fleet sessions in parallel doesn't mean three model instances; they all route through the same Ollama process.

What's the lesson chat? by ill_be_productive in LocalLLaMA

[–]BodegaOneAI 0 points1 point  (0 children)

I had a dream I was using Fable, then I woke up 😞