clicking some heads with the shotgun and then hopping on the snowmobile.
Kinda envisioning a co-op level with one person shooting from the back of the snow mobile while the other drives. #indiegame#vibecoding#bevy
@gmi_cloud you're making me want to buy a claude subscription ๐ญ
there's one pretty noticeable z fighting issue but really not many more which is also impressive.
seems hard for the current models to spot that issue using static images
@dangreenheck oh I see this in your prompt so sounds like your point is that it can come up with this fairly fast and little subscription usage. a pretty interesting time!
- feel free to seek out whatever references and research you need to implement this.
@dangreenheck this is the most impressive opus 5.5 demo I've seen so nice job. didn't expect the time change mechanic, reminds me of an old alan wake tech demo.
I wonder if this scene could have been mostly ripped from an existing project though
@ThePrimeagen I wanted to dump on this post but figured I'd be hated on. it really would be cool to see what progress this thing makes in a 4 hour or 1 day timespan. I'm willing to update my opinion if it's really making cool stuff!
@xikhar I was not expecting the web to get caught on the traffic light! very cool. the player model swinging looks a little stiff, I wonder if you could loosen it up with some lerped rotation of the whole model or randomized movement additively applied to the big joints
I love what graalitoo is doing here with these demos, my workflow is similar to his. I found godot to not be up to the task of smooth performance under the scenario you described. So I've moved my game to rust + bevy. Fortunately agents can make the migration very straightforward!
Garbage collection in c# godot felt like the limiting factor. I hear gdscript doesn't have GC so could have just been that
I think it's time to hang up my Three.js hat.
First of all, this is not a pity postโI'll be fine. I'm also not 100% confident about this.
But I'm an over-sharer and like to talk out loud, so I thought I would share some thoughts on where I see things going and why I'm considering quitting Three.js development.
Some signals I've noticed lately that have gotten me thinking:
- Since Astra was released, I've probably seen at least 10 posts from different people that have achieved similar quality to Three.js Water Pro or better.
- Someone downloaded a video recording of one my posts, fed it to Astra and recreated it with 90% accuracy
- I've had less and less clients referrals
- A Three.js developer I respect very much is retiring from the industry due to impact of AI and lack of interest
- I've heard 2nd hand accounts of other developers losing majority of course/plugin sales due to AI
- I've noticed Three.js posts have shifted from work created by seasoned developers to vibe-coded games and demos.
Fundamentally, I no longer really see value in what I do when it can be replicated so easily.
I've always enjoyed working on hard problems. Naturally, outsourcing the hard part to an agent takes away a lot of the enjoyment for me. High-level orchestration of agents does not tickle my brain in any special way.
At the end of most days I feel unfulfilled and bored. I honestly feel like I've lost much of my critical thinking ability as I've stopped coding. I find it harder to focus on tasks and my attention-span and comprehension is noticeably dropping.
My plan right now is to finish up Water Pro v4 and see how that performs. After that, I think it's time to start thinking about what else is out there for me.
I'd love to hear thoughts from other developers & freelancers on the matter, positive or negative.
Feel free to vent!
@Graalitoo I heard that the devs on this were like eastern europe dudes sweating (literally) together in an apartment coding for 16 hours in little to no clothing ๐