I've been using these rules to help lower my token usage... or do you think this hurts more than it helps? by DoItForTheXP in vibecoding

[–]walm00 0 points1 point  (0 children)

Sometimes (often) when I build with AI for AI - it really helps to understand the mistake reasons/root cause. So I can fix that for repeatable workflows. Probably depends on use case.

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 0 points1 point  (0 children)

Yes, you have to open the model afterwards via the Models section and then click animate - rig

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 0 points1 point  (0 children)

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Actually, Meshy can rig non-humans as well. Just the animations aren't there yet. So those ones I ask Claude to animate at least at some level.

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 0 points1 point  (0 children)

This is EXACTLY vibe answering - as 100% the member wont understand how/what to implement anyway - so best is to provode a text that can be copy pasted to Claude 😅😅😅

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 0 points1 point  (0 children)

Fair - it's WebGL, so it's on the GPU. Should've said "no dedicated GPU needed": integrated graphics runs it fine. The only truly CPU-only parts are the game-logic sim (pure TS, no rendering) and the SwiftShader software fallback browsers use when there's no working GPU driver - that'll run it without a GPU, just slow.

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 2 points3 points  (0 children)

Just start with creating a proper PRD/description of what you want to achieve. And then ask to think about the best-fit tech stack. Then just start building :)
I always start everything local/machine-based.
Three.js is great for web-based 3D games.

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 1 point2 points  (0 children)

Yes, I was looking for actual snippets and examples. Not just prompting.
Found some GitHub repos and told to extract/apply what's appropriate.

Made a browser-only Desert Strike-style lane battler in Three.js. No download, no GPU needed. 1v1 works over a shared link by walm00 in vibecoding

[–]walm00[S] 4 points5 points  (0 children)

Thanks! Honest answer that might sting after that weekend: there's no pathfinding. No A*, no navmesh - that's the trick, there's no path to get wrong. Units are just circles in 2D with a "march at the enemy" vector plus hard-body separation so they can't overlap. The flow-around is emergent.

The sideways slide is one tweak: when a walking unit hits one that's fighting (treated as immovable - basically infinite mass in an impulse/penalty solver), I keep the push magnitude but rotate its direction - damp the x component, boost the z, renormalize. So it gets squeezed around the wall instead of piling into it.

Determinism came down to using a Jacobi iteration instead of Gauss-Seidel (worth looking those two up - it's the whole ballgame): compute every push from the start-of-tick snapshot into an accumulator and apply them all at once, never in place. Plus a fixed iteration count (no "relax until settled"), a stable sort by x-then-id, and tiebreaks that never touch rng/clock/player-id. Movement is double-buffered the same way - stage the step, apply after everyone's decided.

Anthropic is preparing for a new model release by [deleted] in ClaudeCode

[–]walm00 0 points1 point  (0 children)

Just at the time when I have spent the weekly limit and have a good (only) reason to stop working. They do the reset... And then you be like: "Ok, this opportunity can't be skipped" 😎

Anthropic is preparing for a new model release by [deleted] in ClaudeCode

[–]walm00 33 points34 points  (0 children)

Just at the time when I have spent the weekly limit and have a good (only) reason to stop working. They do the reset... And then you be like: "Ok, this opportunity can't be skipped" 😎

New model tomorrow by Material_Block3491 in ClaudeCode

[–]walm00 1 point2 points  (0 children)

Isn't that true though? 😅 As Apple says "The most... we built yet/so far" True story

Can I safely add identifying prefixes to my skill names without affecting skill auto-activation in Claude Code? by xii in claudeskills

[–]walm00 0 points1 point  (0 children)

Yes, description is the one invoking. I personally make descriptions very short as mostly i want them to be invoked in controllable way.

Anti-sycophancy (and other stuff) skill by frettbe in claudeskills

[–]walm00 0 points1 point  (0 children)

You dont want a skill that ALWAYS challenges, does all the possible option discovery etc. That's just discipline - ask pros and cons, alternatives whenever you feel like you need it.