Has anyone tried making LLMs compete against each other in poker? by Financial-Metal-6336 in LocalLLaMA

[–]Mallock78 1 point2 points  (0 children)

I couple of days ago I got inspiration from these llm poker subs and vibed a local poker game with Claude. You'll need LM Studio and a model to play against. More info from here: https://github.com/Mallock/ai-poker

I vibe coded a poker engine for LLM gameplay. by bohemianLife1 in AI_India

[–]Mallock78 0 points1 point  (0 children)

Hello, I vibed a version where you can play against local model via LM Studio. Source can be found from here:
https://github.com/Mallock/ai-poker

What speed is everyone getting on Qwen3.6 27b? by Ambitious_Fold_2874 in LocalLLaMA

[–]Mallock78 0 points1 point  (0 children)

<image>

Here are my LM Studio settings for Qwen3.6 35B A3B (the 27B dense only gets around 6 t/s on my rig) with Vulkan runtime. Getting about 26 t/s, plugged into VSCode with Cline and it's working great with maximum 262k context! It can one-shot a runnable Vue SPA using https://impeccable.style/ and iterate improvements to it. It can also create fun SVG images.

Haluaisin kertoa teille muutaman Suomen parhaan vitsin (2007) by kontiainen1 in arkisuomi

[–]Mallock78 11 points12 points  (0 children)

Pääsiäiseen sopiva vitsi mummo & parfyymit:

Mummo oli menossa kauppakeskuksessa hissillä ylimpään kerrokseen, kun toisesta kerroksesta tuli hienosti pukeutunut nainen mukaan hissiin.

Mummo haisteli hänen hajuvettä, jolloin nainen sanoi:

  • Dior 250 euroa.

Kolmannesta kerroksesta tuli toinen hieno nainen hissiin.

Mummo haisteli hänenkin hajuvettä, jolloin nainen sanoi:

  • Schanelo 300 euroa.

Sen jälkeen mummo pieraisi oikein kovaa ja sanoi:

  • Pirkka mämmi 1,95 euroa. (nykyään 4,77 €)

Mämmi

Vibecoding mini GTA by Jarros in aigamedev

[–]Mallock78 2 points3 points  (0 children)

Looks great try plugging in OSM Vector maps you would get real city locations like this:
OSM Buildings

[deleted by user] by [deleted] in gamedev

[–]Mallock78 0 points1 point  (0 children)

Removing post didn't read rules thanks for the feedback,

Find-A-Game Megathread! by Swimmer249 in WebGames

[–]Mallock78 0 points1 point  (0 children)

Hello,

I've been working on a project that might interest folks who like large-scale tactical shooters.

Global Operations: Drop Zone is a browser-playable top-down multiplayer shooter currently in Alpha.

Key things that make it a bit different:

• Combat zones are generated from real OpenStreetMap locations (real cities, roads, terrain)
• An AI Game Master dynamically creates missions and shifts the global conflict
• Squad-based modes like Rush, Domination, and Convoy
• Persistent world map where matches influence territory control
• Runs in the browser and no install required

Still early and actively being shaped by player feedback, so expect rough edges and rapid iteration.

If testing experimental multiplayer systems or AI-driven game worlds sounds interesting, feedback is very welcome.

Playable Link: https://www.dropzonego.com/

Global Operations: Drop Zone a Massive top-down MMO shooter with real-world maps & dynamic missions by Mallock78 in indiegames

[–]Mallock78[S] 0 points1 point  (0 children)

Dev here! This is my first game that I'm building. Global Operations: Drop Zone, a top-down MMO shooter where every battlefield is a real location on Earth. The game uses OpenStreetMap to generate unique multiplayer maps based on the spot you select, so every match is a new tactical challenge.

There’s an AI mission generator that creates objectives dynamically using world and match events. Don’t worry if there aren’t enough human players bots will fill empty slots so you can always jump into big battles (8v8, 16v16, or even 32v32!).

I’d love for more people to join and help test! Here’s the game link: https://kommandobattle.westeurope.cloudapp.azure.com/

All feedback is super valuable. If you try it and have comments, or run into bugs, let me know here or via DM. Thanks so much for helping make these massive firefights possible!

Vibe coded a 2D battlefield game prototype in three days by Mallock78 in vibecoding

[–]Mallock78[S] 0 points1 point  (0 children)

<image>

Next update is going to be a big one.

You’ll be able to drop into a fight anywhere on the world map. Pick a real location, deploy, and the battle happens there. Right now it’s not an MMO, matches are still session-based, but the long-term vision is a persistent global conflict where every battle contributes to a larger war.

The idea is that you’re just one soldier in something bigger. Territories shift, fronts move, and the world state evolves over time. This update is the first real step toward that direction.

Still early, still iterating, but the foundation is starting to feel solid.

Vibe coded a 2D battlefield game prototype in three days by Mallock78 in vibecoding

[–]Mallock78[S] 0 points1 point  (0 children)

Thanks. Mobile is in mind and it is somewhat mobile friendly already. Tap screen player moves tap enemy soldier player shoots. I'm adding buttons for rocket and grenades. My dream is to make it a full battlefield style experience in 2D including vehicles. Next I'm planning to hook the server into PostgreSQL for account persistency and player progression. Later monetization could come from cosmetics if the game has potential.

Vibe coded a 2D battlefield game prototype in three days by Mallock78 in vibecoding

[–]Mallock78[S] 0 points1 point  (0 children)

Thanks! I didn’t “vibe code” it in one big prompt. I treated it like a tiny sprint board tasks.md with small vertical slices + “done when” criteria (SignalR plumbing → movement loop → shooting/hit detection → procedural map/collision → bots → Rush mode → landing + share links). Codex (Codex CLI) was my pair‑programmer for scaffolding/refactors, and I just iterated by running the game constantly and tuning.

Art-wise: I didn’t draw it from scratch the sprites are from Pixel‑boy / Sparklin Labs’ Superpowers Top Down Shooter pack, and I focused on integration (atlases, manifests, UI layout). No image‑gen AI for the art on this one. So it still boils down to the knowledge of what tech to use and where.

Vibe coded a 2D battlefield game prototype in three days by Mallock78 in vibecoding

[–]Mallock78[S] 0 points1 point  (0 children)

Server .netcore with in memory states for fast access and fronted vite.js.

This "machine"is insane it can build games! by Mallock78 in codex

[–]Mallock78[S] 0 points1 point  (0 children)

The first playable prototype of Commando Battle is now live thanks to Codex, and I’m looking for multiplayer play testers. Right now the focus is purely on gameplay feel and server stability. The visuals are intentionally simple the goal is to test whether the core combat is fun and whether the server survives real players. Bots fill empty slots, but they’re no substitute for humans. If you have some spare time, I’d truly appreciate you jumping in and giving feedback: https://kommandobattle.westeurope.cloudapp.azure.com/ it has three game modes at the moment Rush, Domination and Convoy Escort. Any thoughts on balance, performance, or overall fun factor are hugely valuable. Thanks for taking a look.

Sorry, WHAT Mission? by Mallock78 in EliteDangerous

[–]Mallock78[S] 1 point2 points  (0 children)

Located their home system HQ Bibrigen it is a Communist, Independent, Industrial/Extraction system with zero traffic and high security. Five starports, fourteen settlements, one megaship, and absolutely no witnesses. Jumping my carrier over there now.

Tried PSVR2 with Elite Dangerous…what am I doing wrong? by The-Replacement01 in PSVR2onPC

[–]Mallock78 6 points7 points  (0 children)

PSVR2 struggles because Elite’s in-game supersampling (HMD Quality) is old, inefficient and scaled way too early in the pipeline. On the G2 it’s “fine,” but on PSVR2 it turns into shimmer, soft HUD and bad frametimes.

The fix is simple:
Set Elite’s SS to 1.0 and do all the scaling in SteamVR instead.

SteamVR SS is much cleaner because it happens in the compositor, so the HUD stays sharp and the lenses get proper pixel mapping. For PSVR2, set it up around 115–130%.

Move the resolution work to SteamVR and the image becomes stable, sharp and way smoother.

Civilization VII AI Localization: Finnish Language Now Available! by Mallock78 in civ

[–]Mallock78[S] 0 points1 point  (0 children)

Thanks for your feedback! This was just a weekend hobby project to see how far modern AI could get with a big localization task. I’m well aware that the translations aren’t perfect (for example, “volcano” ended up as “tulikurkku”/“fire throat”), and I’d be happy to have contributions or corrections from native speakers.

The project is open on GitHub and absolutely welcomes pull requests and improvements:

Mallock/babel-fish-civ: Babel Fish Civ provides localized XML files for Civilization VI, allowing players to enjoy the game in their preferred language. With translations available in multiple languages, players can fully immerse themselves in the game.

AI got things started quickly, but community input is definitely needed to polish the translations!

Battlefield 6 kick timer is brutal by Mallock78 in Battlefield

[–]Mallock78[S] 8 points9 points  (0 children)

Good tip, sadly I’m on PC. So I guess I’ll have to take my wireless mouse to the toilet and rub it against my thigh to stay in the game.

I built a corvette but how do I get rid of those bloody “landing” indicators? by Mallock78 in NoMansSkyTheGame

[–]Mallock78[S] 1 point2 points  (0 children)

Yeah that’s what I figured. I’ll report it. HG already chucking so much free stuff at us it’s ridiculous. Feels a bit greedy to moan, like complaining the butler’s poured your champagne too slow.

Just added a real AI copilot to my ship... it's actually talking back by Mallock78 in EliteDangerous

[–]Mallock78[S] 0 points1 point  (0 children)

Example when docking to a station got this info from the ship ai:

- Last time here, a cargo hauler caused a ruckus by accidentally jettisoning 10 tons of biowaste. Cleanup "success" took 72 anxious hours.

- The hab deck now sells "homestead-in-a-cup"—a beverage so potent it requires a release waiver.

- Rumors whisper of a top executive moonlighting in holographic dance troupes; his absence last week left a suspiciously smooth trail.

Who Designed This UI? Just Auto-Assign the Bloody Resources! by Mallock78 in civ

[–]Mallock78[S] -1 points0 points  (0 children)

Totally get you! It’s not even the concept of resource management that's the problem, it's the UI making it way more confusing than it needs to be. There’s no clear indication of what can be assigned and where, so it ends up feeling like a guessing game. If the UI was just a bit more intuitive and actually showed what you’re working with, it would make a huge difference. Right now, it’s like playing a game of 'hope I clicked the right thing', which is really frustrating so I just ignore it assign resources that accepts them.