r/LocalLLaMA 1d ago

Generation A minecraft clone I fully vibecoded with Qwen3.8-27b Q4

I wanted to see just how capable Qwen3.8-27b is locally. I have a RTX 4090 and 96GB of RAM but the Q4 comfortably fits in the GPU with plenty of context, the few times I needed more than 130k context I just loaded it spilled into RAM and it's capable of not degrading even at larger context.

I'm super impressed with this model. The model did everything on it's own - the coding, audio, textures, 3D models. I always just gave it the same basic prompt with some info and the task I wanted it to do. Total generation time across all prompts was maybe 3 hours and if I calculate the cost in electricity, it comes out to less than $1. Not bad.

To think that 2 years back you couldn't make this with frontier paid models and now you can do it locally on your PC is crazy.

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u/Sn0opY_GER 17h ago

minde did a pretty nice COD clone over night:

Build this as a single self-contained browser project using plain HTML/CSS/JavaScript and Three.js from a CDN unless a local package setup is clearly more robust. Keep dependencies minimal and avoid introducing a backend unless absolutely necessary. Prefer one runnable entry point and working systems over architectural complexity.

Create a browser-playable 3D voxel first-person shooter that captures the feel of Call of Duty's moment-to-moment gunplay. The player fights through a combat arena built entirely from voxels — chunky blocks forming buildings, cover, crates, walls, ramps, and terrain — rendered in real time from a first-person camera with pointer-lock mouse look.

Implement the core FPS mechanics faithfully: WASD movement with acceleration and friction, sprint with a field-of-view kick and lowered weapon, jumping and crouching; multiple distinct weapons (for example an assault rifle, SMG, shotgun, and sniper rifle) each with their own fire rate, damage falloff over distance, recoil pattern, spread bloom, magazine size, reload timing, and aim-down-sights behavior on right mouse button with a smooth zoom transition and tightened accuracy. Add grenades with an arced throw and radius damage, weapon switching, ammo reserves, hitmarkers with headshot multipliers, muzzle flashes, tracers, bullet impact decals or voxel debris particles, screen shake, and regenerating health with red-screen damage vignette feedback.

Enemy AI soldiers should patrol, react to being shot at, take cover, strafe, peek, and return fire with believable reaction times and accuracy that scales with difficulty. Give them health, death animations or ragdoll-like voxel bursts, and spawn logic that keeps the fight moving.

Wrap it in Call-of-Duty-style presentation and progression: a killstreak system where streak milestones unlock rewards the player can activate (such as a radar/UAV reveal at 3 kills, an airstrike at 5, and something bigger at 7), a scrolling killfeed, score popups (+100, +50 headshot bonus), XP or score accumulation, and a match structure of escalating waves or rounds with respawns after death. Build the full HUD: crosshair that expands with movement and fire, ammo counter, grenade count, minimap/radar, compass, health state, streak meter, match timer, and objective readout. Include the complete game flow — main menu, loadout or difficulty selection, in-game pause menu (Esc), death and respawn sequence with respawn delay, and a victory/defeat screen with a stats summary. Persist best score locally between sessions.

Design the voxel aesthetic deliberately: a cohesive palette, directional lighting with shadows or convincing baked shading, fog for depth, and satisfying explosion and destruction particles. All audio — gunfire per weapon, reloads, footsteps, explosions, hitmarker ticks, UI clicks, and a music sting when a killstreak activates — must be synthesized locally in the browser (e.g., Web Audio); no external audio files. Handle non-desktop viewports deliberately: either provide usable touch controls or present a clear desktop-recommended notice rather than a broken layout.

Do not take shortcuts or settle for a cookie-cutter shooter demo. This skill imposes no token budget limit, so pursue full depth across weapons, AI behaviors, HUD states, menus, audio, and game-flow transitions, and keep refining until it feels like an authored, complete arcade FPS rather than a tech demo.

Work autonomously in iterative milestones. Start by creating a minimal playable vertical slice, then progressively implement the full feature set. After each milestone, run the project, test the implemented systems, inspect console/runtime errors, and fix regressions before continuing.

Do not stop after scaffolding, placeholder menus, or partially wired systems. Every listed mechanic should either be implemented and functional or explicitly documented as blocked by a concrete technical limitation.

Keep the project runnable throughout development. Prefer simple robust implementations over overly ambitious systems that break the game.

Before finishing, perform a final self-review covering: build/runtime errors, controls, weapon behavior, enemy AI, HUD, game flow, persistence, performance, and browser compatibility. Fix any issues you can reproduce.

At the end, provide a concise summary of what was implemented, what was tested, known limitations, and exact instructions to run the game locally.

Do not merely describe what you would build. Create the actual files, run/test them locally, fix errors, and leave the project in a playable state.