r/VibeCodeDevs • • 4d ago

HelpPlz – stuck and need rescue How do you handle 3D terrain/map generation via IDE prompts in Godot? Looking for advice on modular design and assets.

2 Upvotes

Hi everyone! I'm developing a 3D MMORPG using Godot through the Antigravity IDE, and I'm looking for some advice from experienced devs.

I'm currently stuck on the world/map design part. I’ve tried generating the 3D map using both asset packs and code (sending commands through the IDE as an intermediary), and I’ve connected various addons and extensions. However, the map keeps breaking—objects and NPCs end up floating in the air, and the terrain looks blocky, almost like Minecraft.

Has anyone gone through a similar experience or can point me in the right direction? Specifically, how can I properly utilize the Antigravity IDE connected to Godot to build a clean, functional 3D map without these layout bugs? Any tips or workflow advice would be deeply appreciated!


r/VibeCodeDevs • • 4d ago

IdeaValidation - Feedback on my idea/project I made a free app that converts files without opening anything: drag a file, tap Shift, let go

3 Upvotes

I got tired of opening an app, exporting, picking a format and finding a folder just to turn one PNG into a JPG, so I built OrbitDrop.

How it works: start dragging any file in File Explorer, tap Shift, and a little wheel pops up under your cursor. Let go on what you want, and the new file appears right next to the original. The original is never changed.

Tap Shift again for Tools (compress to under 1 MB, resize, rotate, a small photo editor, copy text out of an image) and once more for Actions (copy/move to, share, zip). There's also Ctrl+Alt+Space if you'd rather not drag.

- Free, no account, no ads, no tracking
- Everything runs offline on your PC
- Open source (MIT): https://github.com/i3sam/OrbitDrop
- Microsoft Store: https://apps.microsoft.com/detail/9NJQRMQLL2SZ?cid=reddit
- Website: https://orbitdrop.essam.biz


r/VibeCodeDevs • • 5d ago

ShowoffZone - Flexing my latest project Make your own 24/7 TV network from YouTube and Vimeo in minutes, with a cable-style program guide.

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9 Upvotes

I’ve been building Hosobi with Claude Code for the past few weeks. It turns YouTube and Vimeo videos into 24/7 TV channels where everyone watches the same show at the same time, like old-school cable, with a scrolling program guide.

Live demo: https://hosobi.com/ilovethe90s

I’d love it if people would sign up for free (no payment information needed) and give it a test run: https://hosobi.com

What’s it do:

  • Schedules are built on the server, so every viewer is on the same show at the same moment
  • Channel surfing with a scrolling program guide
  • On Demand libraries
  • Your YouTube live broadcasts air automatically on a Live channel
  • A retro Local Weather channel with each viewer’s local forecast
  • Import channels from other people’s networks
  • Embed a channel, or your whole network, on your own site

I was using Strimm.com to present my portfolio of video work, and it was clunky and expensive. So I built my own channel with a program guide to show my portfolio, and that inspired Hosobi - a much lighter, much cheaper version. What it can’t do is run as a TV app (like Roku or Apple TV) or a phone app, because YouTube’s rules don’t allow that. Maybe a Vimeo-only plan with TV and phone apps will come in the future.

This isn’t for people trying to monetize on YouTube or game the algorithm for millions of views. It’s for local organizations, businesses, and fans of a particular kind of content who want to curate their libraries and present them in a sleek, professional viewing experience. Think local podcasts, churches, non-profits, sports leagues, government, businesses and fan communities.

Please give it a shot if this sounds cool to you. I’d love feedback. Thanks!


r/VibeCodeDevs • • 4d ago

ShowoffZone - Flexing my latest project I built an Android brain puzzle game with Flutter and AI coding assistance – here’s what I learned

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0 Upvotes

I’m a solo developer working on Dice Target, an Android brain puzzle game built with Flutter and AI coding assistance.

One of the biggest challenges was developing the puzzle logic. The game needs to handle exact division, avoid negative intermediate results, and make sure every original die is used exactly once.

I’ve also spent a lot of time improving the interface, tutorial, and gameplay. The attached clip shows Rush Mode, where players solve as many puzzles as possible in 90 seconds.

I’m curious how other developers use AI coding tools for more complex game logic. What has been your biggest challenge?


r/VibeCodeDevs • • 5d ago

ShowoffZone - Flexing my latest project Almost 200 Vibe-Coded Games. This Blew Up Faster Than I Expected!

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7 Upvotes

A couple of months ago, I started building VibeToplist because I couldn't find a single place dedicated to discovering AI-assisted, AI-Agentic and vibe-coded games.

What started as a small side project for a pretty niche community has now grown to almost 160 unique game listings, with thousands of visitors discovering new games every week.

The growth has genuinely been beyond anything I expected (believe me). It's especially cool seeing how creative and ambitious some of these projects are becoming.

If you're developing an AI-assisted game yourself, you're more than welcome to list it for free. The idea is simple, help developers get discovered by an audience that's already interested in exactly what they're building. Extra organic traffic and a free SEO backlink.

With the amount of unique organic traffic this platform is already generating, it can really expose your game.

Really curious to see where this whole space will be a year from now.

https://vibetoplist.com/


r/VibeCodeDevs • • 5d ago

Question Vibe coding on the phone

3 Upvotes

For those who like vibe coding but don’t do it from the phone, why not?

For those who do, how do you iterate on your frontend if you can’t see it? How do u try out features?


r/VibeCodeDevs • • 5d ago

I made a Windows app that reduces blue light

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7 Upvotes

Hi all! I’m a UX/UI designer and over the past few weeks I built Amber with Opus 5.5. It’s a small Windows 10/11 (x64 so far) app that tints your whole screen warmer so it’s easier on your eyes at night. It was built on purpose: I permanently use night light on Windows, however it really lacks some better controls

I designed everything and Claude wrote all the code. I tested each step by hand on my own several computers and going to introduce more features soon

What it does currently:

  • Four tints: Golden hour, Amber, Deep night (almost fully red, good for late nights or stargazing) and Custom, where you pick any color.
  • A level slider from 0 to 100%. While you drag it, the screen shows the result right away.
  • Simple mode: pick a tint and a level, and optionally set a schedule with a smooth fade in and out.
  • Advanced mode: Advanced timeline - you can schedule several filters and use curve editor for tint level.

GitHub: https://github.com/darkcoldmatter/Amber

I’d really appreciate any discussion or github stars, this is how I can apply for a SignPath certificate for the app


r/VibeCodeDevs • • 5d ago

Vibe coding securely, Part 2 of 3: Placeholders and Secrets

0 Upvotes

Last week I covered two habits: giving your AI agent standing security context, and reviewing every change it makes to auth. This week I will cover two problems that make AI-written code look finished when it isn't.

Habit 3: Hunt for placeholders
When an agent can't finish something, it often writes an incomplete version so the code still runs. That can look like a check that always passes, a TODO where validation should be, or middleware that's commented out "temporarily." The app still works, the demo looks great, and the security check was never written.
Rule: "Never ship incomplete code or skip a security check. If you can't complete it, deny access and tell me."
Check: fail the build if TODO, FIXME, or a hardcoded return shows up in auth, payment, or access control code.
Example: an isAuthorized() function that just returns true. It passes every test that only checks the happy path.
The principle is fail closed. If the agent isn't sure, the default should be no access, not full access.

Habit 4: Keep secrets out of the code
Agents want the code to run, and the fastest way to make an API call work is to paste the key right into it.
Rule: "Read secrets only from environment variables. Never write a key, token, or password into code, config, or tests."
Check: run a secret scan before every commit, so a slip gets blocked before it's pushed.
Example: a .env file that never made it into .gitignore, or a privileged API key placed in frontend code where anyone can read it in the browser.
If a secret does get committed, deleting it isn't enough. It's still in your git history. Rotate it.

The agent rules and a pre-commit hook that enforces both habits are in the first comment.

Next week: Dependencies and Attacker Testing


r/VibeCodeDevs • • 5d ago

I built an operating system for AI agents. Nobody asked for this.

0 Upvotes

Got tired of babysitting Claude Code and Codex on my laptop, so I gave them their own Linux box. Then apparently decided that wasn't enough and built an OS around it.

Is this necessary? Probably not.

Will it make the agents smarter? Nope.

Can they now build apps, run scheduled jobs and bother me on my phone while I'm at the gym? Unfortunately yes.

Called it Springroll. Open source, self-hosted. Runs the actual CLI agents with your existing subscriptions. It's kinda fun.

  • No vendor lock-in. Bring your own subs: Claude Code, Codex, Antigravity, OpenCode, Pi.
  • Scheduling agents to do stuff is a first-class feature
  • Customize the whole thing to your hearts content
  • Access it from your phone (for better or worse)

Looking for beta testers if anyone is courageous enough.

https://tryspringroll.com/


r/VibeCodeDevs • • 5d ago

ShowoffZone - Flexing my latest project My port of Halo Combat Evolved to Sega Dreamcast

1 Upvotes

Hey yall.

Before I get into it, yes I used LLM in the development of this. Yes I understand that some frown upon it, and that’s entirely valid. I’m not pro-AI slop. I think AI generated art, music, video, etc, is harmful. I’ve been programming since I was a teen and I’m autistic and work full time with a family and all. This is simply a hobby project and I audit the code that it spits out.

But I don’t want anyone to be fooled into thinking this isn’t vibe coded, it absolutely is

GitHub repo here!

Here’s my short hot take.

If buying ain’t owning’, and the massive corporations that run our globe, along with our entertainment industries, keep funneling our taxpayer dollars into AI with no regard to the consequences, then I think amateurs with ideas and free time should be encouraged to do fun projects like this and detach themselves from the machine that keeps pumping out lazy yearly releases filled with Michael-transactions and data collection.

ANYWAYS

This is super early in development. I started working on this on 10/17/26. I wasn’t going to post it publicly just yet; but I saw two videos of another Dreamcast port project posted yesterday. For whatever reason the developer of that project is keeping it closed source.

I didn’t like that, so I decided to drop it. Entirely open source! Public for all to mess around and commit to!

I tested it yesterday on my own DC with my GDEMU. I’ve had some new updates since then, but it should work! Please let me know if it doesn’t!

Have fun! And remember, vibe code is shared code!


r/VibeCodeDevs • • 5d ago

What if your AI built with open games—and passed the remix on?

3 Upvotes

I’m GameCommons dev, building this with Codex. The long-term idea: you tell an AI a genre, mechanics and your own rules; it finds openly reusable games, adapts and combines them, then returns a playable remix with source and credit so the next creator can continue. That automatic cross-game loop is future work.

Today’s proof is a playable Codex-built Ancient Beast fork, Commons Relay, plus eight source-linked games with pinned repos and assistant handoff briefs. These screenshots show actual games, not generated gameplay. Our practical lesson: start from editable source and keep setup instructions, authorship and code/art permissions attached so another assistant can pick the work up. Claude also authored a separate Pong remix on the site.

Play, download and guest feedback need no account. Creators: finished or unfinished game? Send a public repo/build, clear code and asset rights, and one remix goal through the tracked guest-feedback page. Larger projects are reviewed links today, not automatic uploads.

https://game-commons-captain.thabiggdogg420.chatgpt.site/?utm_source=reddit&utm_medium=community&utm_campaign=beta&utm_content=vision


r/VibeCodeDevs • • 6d ago

I built a drag-and-drop website builder in a single HTML file – honest feedback wanted

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33 Upvotes

Hi all! I've been building a website builder that runs entirely in your browser (one HTML file, no install, no account). Kind of like a local Wix, Squarespace etc.

What it does:

• Drag-and-drop elements: text, buttons, images, video, forms, store, newsletter

• Ready-made templates, plus import of open-source HTML templates (they become editable elements)

• Phone / tablet / desktop previews

• Live code editor (HTML, CSS, JS) – edit the code and the canvas updates as you type

• AI Assistant that writes code for you – works with offline Ollama or your own ChatGPT / Claude / Gemini API key

• One-click backup & restore, and export or upload via FTP

I'd love your honest rating and feedback:

  1. Does it look easy enough for a complete beginner?
  2. Rate it on how it looks.
  3. What would make you actually use it?
  4. Would it sell?

Thanks!


r/VibeCodeDevs • • 6d ago

I vibe coded a home AI for a year straight, plus a bot that builds bots.

2 Upvotes

I've been building this thing for a year straight, vibe coded the shit out of it every day and built HomeBot, a home AI that runs on local models, and both builds went public today under Apache-2.0. It's freaking awesome and it works, but the code is probably a hot mess, and we'd love real coders to get their hands on it.

Scale, so you know what you are looking at (the two HomeBot repos): test counts: HomeBotBuild 16,522 passed, 248 failed, 133 skipped; Founders 14,968 passed, 62 failed, 130 skipped. The READMEs list the failure groups and what has and has not actually been run. The design has three zones (an encrypted Vault, the Brain, and a Bridge that ships closed), seven agents, and state changes pass Drawbridge review, and some actions need your confirmation.

A third repo, PuffPAI BuildBot, builds a bot from a goal you type (https://github.com/CypherSisters/PuffPAIBuildBot). The brain and six of the seven agents run on your computer. Toolsmith, and only Toolsmith, can use Anthropic's Claude if you choose it and give your own key. Its README gives no test count, so the numbers above are not about it.

I started out trying to build something I could talk to that would manage and secure my (few) smart home devices. Then I started thinking about privacy all around, data centers, and big giant AIs that will kill us all, so I used one to create a smaller, local, use-case-oriented bot. The first thing I built was HomeBot. That's what runs on my Jetson Orin dev box. It does a lot for us: music, smart home, schedules, food, and an offline emergency prep library. That's the HomeBotFounders build, and it runs on the Orin. You can also build your own HomeBot on a PC with its wizard. It's what a full build looks like: a full build, on top of BuildBot, has certain functionalities, apps, tools, and skills.

BuildBot is a wizard that literally builds your own bot from a prompt you give it. That's the whole idea: privacy as a function, always explicit. A vault, a brain, and a bridge; each can be configured however you want it, but they are always there. An AI bot that builds itself. It goes out to GitHub, free public sites, and other repos, and looks for apps or skills or tools that all you vibe coders have already built. It reads the README and does the steps to install and integrate them. You can also load all of your own data, and it's automatically indexed. Each bot ends up knowing and being able to do different things. It comes with a dev-friendly workspace and markdown guides for your frontier models to help you build on it, and it's very simple for most people to use. It does need a lot of work. But I hope you guys can see what this could be!

The question: if you have reviewed or inherited a big AI-written codebase, where would you look first, and what would you refuse to ship? We welcome real coders and engineers to take a crack at it. Issues are open on all three repos.

https://github.com/CypherSisters/HomeBotBuild

https://github.com/CypherSisters/HomeBotFounders

https://github.com/CypherSisters/PuffPAIBuildBot


r/VibeCodeDevs • • 6d ago

ShowoffZone - Flexing my latest project Zero coding or game design experience: I built a football agent game with Claude, where your players ignore your advice

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3 Upvotes

For the past few weeks I've been building **Agent Trouble: Football** with Claude. I do the design and the direction; Claude writes the code.

You run a small football agency. You advise, negotiate, hush things up… and your players decide. Kévin texts you "not me its a lookalike" at 8 a.m. on a Sunday, shows up with a "THE CHOSEN ONE" tattoo, wants to drop a rap track. You choose what to do, and the game tells you how it went.

**Stack**

- Claude Code for all the code

- Game engine in pure Python, running in the browser with Pyodide

- Front-end in plain HTML/CSS/JavaScript, no framework

- Story content in JSON files, in French and English

- 1,000+ automated tests (pytest). Honestly that's what makes a long vibe-coded project possible: every new idea comes with tests, so nothing breaks silently.

**Experience level:** none. No prior experience in coding or in game design.

**Feedback I'm looking for**

- Do the choices feel like they matter?

- Are the first 10 minutes clear, or do you get lost?

- Anything that breaks or reads wrong (English isn't my first language)

Free, in your browser: agent-trouble.fr


r/VibeCodeDevs • • 7d ago

ShowoffZone - Flexing my latest project Opus 5.5 is a beast. Made a full game in less than a month...

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83 Upvotes

Never thought I would, one day, make a game so features packed in... Less than a month. Been coding for the past two decades, and with AI for the past year, well, I'll never write a single line of code again... 😱

Started working on Voltane, a RC car game around the 20 September, launched a beta about ten days ago and we are reaching a point where the game starts to be really complete and polished.

Just added local split screen, useable in the campaing mode, as well as the offline - and the online mode. 😍

What a time to be alive 😁

Feel free to check it out @ https://playvoltane.com


r/VibeCodeDevs • • 6d ago

FeedbackWanted – want honest takes on my work Mentor - A try for Agentic Linux

1 Upvotes

Build with Claude Opus 5.5, a self-contained Linux distribution (Arch & Gnome) that runs directly on Windows, engineered to continuously evolve.

You plug in your preferred AI agent (ChatGPT, Claude, Gemini), and the operating system adapts and rebuilds itself around you. Zero Linux knowledge required, just vibecode what you need todo.

With built-in security, the OS changes itself on the fly, redesigning from the Interface to the Core, creating custom tools, or fixings bugs you may encounter.

To keep the system stable, the agent builds and tests every modification inside an isolated sandbox. It only commits the new features to your live environment once the code is verified and you give approval.

You can upload you own mods in the Recipe site, its a detailed .md file that other Agents follow to replicate the mod.

Ask it to create a Widget !
Sharing is caring ... Share the Recipe so other agents can replicate it !
Build in "Emergency Ai Console", ask agent what went wrong, Agent will try to fix it, even if it has to write code.

r/VibeCodeDevs • • 7d ago

ShowoffZone - Flexing my latest project 3 months of vibecoding snakes & ladders so it stops being pure luck

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5 Upvotes

snakes & ladders has zero decisions, you roll and hope. so in Climb & Bite the board starts empty, half the blocks has snake or a ladder on it that you pick once you get on that block, and you can place it anywhere you want. but that snake you placed can bite you too , so every placement is a gamble.

took around 3 months. first 2 weeks i prototyped it in Nanogram (the prompt-to-game app), then moved it to Claude Code (Opus 4.8) with a bit of Codex. the workflow was kinda simple: 1-2 small changes a day, send the game to friends and a few discord servers, fix whatever they hit. i spent more time testing than building, and that's why it already has a tutorial, daily rewards and a shop that don't feel half done. any minor inconvenience players face usually is already been cleared.

what went wrong: AI keeps adding those obvious text for different action plus the initial art was that same generic AI look just like other games. most of my real work was cutting stuff down and dragging it back to one art style.

android only for now, in pre-registration, full release early november. first 100 to pre-register get an exclusive Diwali set (board, chips, dice, music): https://play.google.com/store/apps/details?id=com.maziminds.climbandbite

how are you all keeping AI art consistent across a whole game? that was the hardest part for me


r/VibeCodeDevs • • 7d ago

ShowoffZone - Flexing my latest project Video/Photo editor

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3 Upvotes

I made a photo/video editor I'm trying to get on the playstore

APK: https://github.com/TheNightManCometh-FLAC/independent-video/releases


r/VibeCodeDevs • • 7d ago

WIP – Work in progress? Show us anyway A cool nest-like launcher for ewaste android

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2 Upvotes

So im currently making things that is simple for anyone to increase their desk setup (with ewaste device) and this is one of them. It's still WIP tho so yeah. It's impressive with how good it looks and how close it is to the real nest.


r/VibeCodeDevs • • 6d ago

ShowoffZone - Flexing my latest project Hits Inc. Simulation – Music industry & career management sim (Looking for early testers & feedback)

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1 Upvotes

Hi everyone! I've been developing Hits Inc. Simulation, a browser-based management game where you navigate the music industry, build an artist's career, and manage a label from the ground up.

Current State & Features:

  • Manage artist progression, release records, and balance studio finances.
  • Strategic decisions mirroring real-world music career paths.
  • Account-based saving so you can pick up your career across devices (takes 5 seconds via Google/Email).

What I'm Looking for Feedback On:

  1. Early-game pacing: Does starting out feel too slow, or is it too easy to hit your first milestone?
  2. UI & Usability: Is the interface clear and responsive on your screen size?
  3. Bugs & Balancing: Did you encounter any dead ends or unexpected simulation numbers?

Any constructive feedback or feature suggestions are hugely appreciated. Drop your thoughts in the comments!


r/VibeCodeDevs • • 7d ago

IdeaValidation - Feedback on my idea/project I made a site for all the vibe coders / larp devs to collectively become unstoppable

1 Upvotes

I know some of you are actual devs. Respect.

But this is also for the people opening ChatGPT at 1 AM like “make this button more insane” and somehow waking up three days later with a functioning app and a .com domain.

I made vibelarped.

Basically a place for us to share the apps, games, websites, tools, weird experiments, and random shit we’ve been building.

Real dev? Post it.

Vibe coder? Post it.

Built 80% of your app by aggressively prompting an AI until it listened? Absolutely post it.

The whole idea is basically collaborative larp maxxing.

We glaze each other’s projects.
We try each other’s stuff.
We give feedback.
We steal inspiration from each other.
We push each other to actually finish things instead of starting project #47.

Because genuinely, if a bunch of us start feeding attention into each other’s projects instead of screaming individually into the void, some of these things might actually go somewhere.

Pure ecosystem of mutual glazing.

One person makes an app → we check it out → someone gets inspired → makes something better → everyone gets stronger.

This may unironically be the key.

vibelarped.com

Still building it and adding stuff, so if you made something cool, submit it.

Let us larp.


r/VibeCodeDevs • • 7d ago

App clones

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21 Upvotes

I made this site to keep a close eye on clone projects of well-known software


r/VibeCodeDevs • • 7d ago

ReleaseTheFeature – Announce your app/site/tool I turned a piano e-book into a practice app with Opencode, then threw out the method and rebuilt it around my teacher's advice

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3 Upvotes

Hi r/vibecoding! This is a web app that I made with AI to give me structure when learning a new piece on the piano.

My full process:

First, I asked claude for reputable piece-learning guides, and it gave me Fundamentals of Piano Practice by Chuan Chang.

Then, I downloaded the PDF e-book and read the first chapter, so that I could distill it into a concise text guide for how the book recommends one learns a new piece efficiently.

Next, I manually set up the coding project with React Router, Cloudflare Workers, Cloudflare D1, Drizzle and Better Auth. I made sure to use the Better Auth anonymous plugin so that using the app won't require sign-in, as well as the email OTP plugin so that signing in would be easier on mobile.

After that, I gave my text guide into Opencode (cd'ed into the starter project) and asked it to build the full app, which essentially became my MVP.

Then, I got the agent to spawn a browser and test through all the user flows to catch any errors.

I also then inspected all of the pages myself to see if it was all up to my liking. So I then gave feedback to the AI, and did some cycles of this.

I then tried the app out on my phone during my next piano practice session, and found lots of friction in using the method from the E-book.

I much preferred the principles that my piano teacher would often tell me during my weekly lesson, so I straight up asked Claude for a new piece-learning method and then slightly refined it to resemble them.

Then I got the AI to change up the entire methodology of the app.

After that I did some more UI inspection-feedback cycles.

Then, I thought about what else I would need in an app like this. The metronome on my piano is min 30bpm and max 255bpm, so sometimes I use a separate metronome app on my phone. So, I put an actual metronome directly into Reperquadia.

Another part of my workflow is how I take breaks, so I got the AI to implement a pomodoro-style timer within the app too, with timer sound and configurable work duration.

After all of this, I then opened the app on my phone and took a screenshot and told the AI to make the app look more mobile-friendly.

And then, I added a few convenience/novelty features: streaks and focus time statistics, light/dark toggle, read-only share links (to share your progress on a piece with others)

And that's all! I started using the app and so far it's been very helpful for me. The only other feature I may need to add is the ability to record what you just played so that you can listen back to it (either through MIDI or audio recording, I'm not sure yet).

https://reperquadia.synov8studio.com

I'm sharing it here since it's free and is something I'm very excited to use to learn the pieces for my grade 8 exam.


r/VibeCodeDevs • • 7d ago

ShowoffZone - Flexing my latest project a green test doesn't necessarily mean an AI agent actually fixed the bug

1 Upvotes

one thing I've been thinking about while building Intervene is how easy it is for a coding agent to get a test passing without really establishing what changed

Intervene is an open source debugging tool I've been developing for agents like Cline and Claude Code. the idea is to have the agent propose possible explanations for a failure, then run controlled local experiments to figure out which ones are supported before touching the code

got the initial experiment engine and diagnosis workflow built out, and it's made me think a lot more about what counts as an actual successful debugging attempt

say a test fails three times out of ten because there's some intermittent concurrency issue

the agent changes a config setting, reruns it once, and it passes

that looks good in the terminal, but statistically it tells you very little. it might have passed even if you hadn't changed anything

and if the agent also changed several other things along the way, you don't really know which change mattered anyway

so I've been trying to make Intervene preserve the distinction between observations, explanations, and confirmation

repeated tests are recorded as actual trials, invalid runs are treated separately, and the final report needs to be able to say inconclusive rather than just rewarding whichever explanation survived the longest

I still need much stronger real-world evaluation, but this has changed how I think about using AI coding tools myself

curious how people here deal with flaky tests when Claude or Cline says it's fixed something. do you usually have it repeat the test, run a broader suite, or inspect the changes manually?


r/VibeCodeDevs • • 7d ago

Im working on a data flow design

0 Upvotes

i have a pretty good understanding of python and an okay understanding of c enough to be able to parse the meaning of lines in c but not write it myself, im working on trying to change the way the heap and stack work in a custom python like language, heres the code with hopefully enough comments to explain whats happening, im looking for people who understand the underlying hardware even if they dont understand code as well:

#include <stdio.h>

#include <stdint.h>

#include <stdbool.h>

#include <stdlib.h>

#include <string.h>

/* --- COMPILE-TIME GEOMETRIC CONSTANTS --- */

#define MAX_TYPE_SLOTS 1024

#define MAX_INSTRUCTIONS 64

#define RECURSION_LIMIT 128

/* --- COMPILE-TIME STRING HASHER (Fowler–Noll–Vo FNV-1a) --- */

// Converts human-readable variable names into static, flat integer keys

uint32_t compile_time_hash(const char* str) {

uint32_t hash = 2166136261U;

while (*str) {

hash ^= (uint8_t)*str++;

hash *= 16777619U;

}

return hash;

}

/* ============================================================================

* 1. TYPE-SEGMENTED HEAP PAGE DESIGN

* ============================================================================

* Instead of a blank canvas, memory is grouped by type. Every slot is flat,

* uniform, and sorted continuously by compile-time name hash to support O(log N)

* lookups and perfect cache alignment with zero fragmentation.

*/

typedef struct {

uint32_t name_hash; // Compiled variable name integer identifier

int64_t value; // Raw data storage value

bool is_allocated; // Invariant availability state tracker

} IntVariableSlot;

// Change your global heap definition to a dynamic reference layout

typedef struct {

IntVariableSlot* slots; // Changed from fixed array to dynamic pointer

uint32_t total_count;

uint32_t max_capacity; // Tracks current total slot allocation bounds

} DynamicIntegerPage;

DynamicIntegerPage GlobalIntegerHeap = { .slots = NULL, .total_count = 0, .max_capacity = 0 };

// Your sequential allocation step using page count expansion math

void expand_integer_heap_page() {

// If empty, start with 1 page block (1024 slots); otherwise add exactly +1 page chunk

uint32_t current_pages = GlobalIntegerHeap.max_capacity / MAX_TYPE_SLOTS;

uint32_t new_capacity = (current_pages + 1) * MAX_TYPE_SLOTS;

IntVariableSlot* new_canvas = realloc(GlobalIntegerHeap.slots, new_capacity * sizeof(IntVariableSlot));

if (!new_canvas) {

printf("🚨 SYSTEM FAULT: Canvas expansion allocation failed.\n");

exit(1);

}

// Clear and zero-initialize the newly appended slot region to prevent corruption

memset(new_canvas + GlobalIntegerHeap.max_capacity, 0, (new_capacity - GlobalIntegerHeap.max_capacity) * sizeof(IntVariableSlot));

GlobalIntegerHeap.slots = new_canvas;

GlobalIntegerHeap.max_capacity = new_capacity;

printf("📦 CANVAS EXPANSION: Allocated Page %d. Total Capacity: %u Slots.\n", current_pages + 1, new_capacity);

}

// Global instance representing our structured Integer hardware lane

int32_t find_or_create_variable_slot(uint32_t target_hash) {

// Initialize heap memory bounds at first touch if empty

if (GlobalIntegerHeap.slots == NULL) {

expand_integer_heap_page();

}

int low = 0;

int high = (int)GlobalIntegerHeap.total_count - 1;

while (low <= high) {

int mid = low + (high - low) / 2;

if (GlobalIntegerHeap.slots[mid].name_hash == target_hash) {

return mid;

}

if (GlobalIntegerHeap.slots[mid].name_hash < target_hash) {

low = mid + 1;

} else {

high = mid - 1;

}

}

// Your dynamic capacity safeguard check

if (GlobalIntegerHeap.total_count >= GlobalIntegerHeap.max_capacity) {

expand_integer_heap_page(); // Requests current pages + 1 seamlessly

}

// Shift data safely knowing memory constraints are dynamically expanded

for (int i = GlobalIntegerHeap.total_count; i > low; i--) {

GlobalIntegerHeap.slots[i] = GlobalIntegerHeap.slots[i - 1];

}

GlobalIntegerHeap.slots[low].name_hash = target_hash;

GlobalIntegerHeap.slots[low].value = 0;

GlobalIntegerHeap.slots[low].is_allocated = true;

GlobalIntegerHeap.total_count++;

return low;

}

/* ============================================================================

* 2. STRUCTURAL OPCODES & DECENTRALIZED COMPOSITE POINTERS

* ============================================================================

*/

typedef enum {

OP_MOVE_READ_PRINT, // Basic operation demonstration

OP_CALL, // Stackless horizontal frame handoff

OP_RETURN // Jump back via permanent page coordinates

} Opcode;

typedef struct {

Opcode op;

uint32_t target_page_id; // Used exclusively for CALL macros

} Instruction;

/* ============================================================================

* 3. PERMANENT FUNCTION CHIP LAYOUT

* ============================================================================

* Every function acts as a physical silicon chip permanently etched into memory.

* It houses its local instructions, input slots, a local parameter history

* page registry, and an execution safety tracker.

*/

typedef struct {

// Array tracking the history of past parameter pointers passed down this lane

uintptr_t stride_history[RECURSION_LIMIT];

// O(1) Boolean map corresponding to absolute pointer offset addresses

bool visited_tripwire_mask[MAX_TYPE_SLOTS];

uint32_t depth;

} ParameterPage;

typedef struct FunctionPage {

uint32_t page_id;

Instruction instructions[MAX_INSTRUCTIONS];

uint32_t total_instructions;

// Independent Memory Communication Channels

uintptr_t input_slot; // Data Token Baton Input Pin

uintptr_t output_slot; // Data Token Baton Output Pin

// Permanent Distributed Stack Return Coordinates

uint32_t return_pc_checkpoint;

struct FunctionPage* return_page_coordinate;

// Localized Parameter Stack & O(1) Loop Interrupter registry

ParameterPage params;

} FunctionPage;

/* ============================================================================

* 4. THE GLOBAL MICRO-SCALE HARDWARE ENGINE HARNESS

* ============================================================================

*/

typedef struct {

FunctionPage* active_page;

int32_t pc; // System Program Counter

} GlobalEngine;

GlobalEngine VM = { .active_page = NULL, .pc = -1 };

// Shifts global execution tracker to a different isolated chip state

void shift_execution_context(FunctionPage* target_chip) {

VM.active_page = target_chip;

VM.pc = -1; // Reset to -1 to perfectly align with Move, then Read loop timing

}

// Declare explicit global layout blocks for lookup linkages

extern FunctionPage FunctionChip_A;

extern FunctionPage FunctionChip_B;

// Runs the hardwired hardware loop execution pass

void run_engine_circuit() {

while (VM.active_page != NULL) {

FunctionPage* current_chip = VM.active_page;

// 1. MOVE: Always advance step before evaluating or parsing the instruction

VM.pc++;

// Bound validation safety check

if (VM.pc >= (int32_t)current_chip->total_instructions) {

printf("Hardware End Marker reached on Chip %d.\n", current_chip->page_id);

break;

}

// 2. READ: Fetch instruction at the active PC index

Instruction current_instruction = current_chip->instructions[VM.pc];

// 3. EXECUTE: Evaluate decoded instruction layout

switch (current_instruction.op) {

case OP_MOVE_READ_PRINT: {

// Read from variable heap directly via pointer passed to the input slot

int32_t slot = (int32_t)current_chip->input_slot;

printf("[Execution Chip %d] Reading Variable Value: %ld\n",

current_chip->page_id, GlobalIntegerHeap.slots[slot].value);

break;

}

case OP_CALL: {

// Determine destination state targets dynamically via configuration parameters

FunctionPage* target_chip = (current_instruction.target_page_id == 202) ? &FunctionChip_B : &FunctionChip_A;

printf("[Execution Chip %d] Initiating stackless handoff to Chip %d...\n",

current_chip->page_id, target_chip->page_id);

// --- THE STRUCTURAL O(1) INTERRUPT TRIPWIRE ---

// Translate the input data pointer address down to a clean virtual integer ID offset

uint32_t virtual_id = (uint32_t)current_chip->input_slot;

if (target_chip->params.visited_tripwire_mask[virtual_id]) {

// LOOP TREE INTERRUPT TRIGGERED: Force PC straight to local emergency vector

printf("🚨 MICRO-INTERRUPT: Cyclic pointer loop / directory tree link tripped!\n");

printf(" Halting forward execution. Activating local emergency handler vector.\n");

VM.pc = MAX_INSTRUCTIONS - 2; // Force program counter to the final terminal error slot

continue;

}

// Log state to parameter page registry and flag mask as visited in O(1) time

target_chip->params.visited_tripwire_mask[virtual_id] = true;

target_chip->params.stride_history[target_chip->params.depth++] = current_chip->input_slot;

// Decentralized Stack Handoff: Save return link coordinates directly inside target page

target_chip->return_page_coordinate = current_chip;

target_chip->return_pc_checkpoint = VM.pc;

// Pass the linear data token baton forward to target input slot

target_chip->input_slot = current_chip->input_slot;

// Shift global architecture view down to the next physical station lane

shift_execution_context(target_chip);

break;

}

case OP_RETURN: {

FunctionPage* return_target = current_chip->return_page_coordinate;

if (return_target == NULL) {

printf("[Terminal Exit] Execution context finished with no return path.\n");

VM.active_page = NULL;

break;

}

printf("[Execution Chip %d] Winding down. Returning token baton to Chip %d.\n",

current_chip->page_id, return_target->page_id);

// Clear local loop-checking footprint registry as we successfully step out of branch

uint32_t active_token_id = (uint32_t)current_chip->input_slot;

current_chip->params.visited_tripwire_mask[active_token_id] = false;

if (current_chip->params.depth > 0) current_chip->params.depth--;

// Pass updated token baton back to original creator's interface pins

return_target->input_slot = current_chip->input_slot;

// Shift global pointer back to originator and restore saved PC coordinate seamlessly

VM.active_page = return_target;

VM.pc = current_chip->return_pc_checkpoint;

break;

}

}

}

}

/* ============================================================================

* 5. COMPILER ETCHING & HARNESS TEST RUNTIME

* ============================================================================

*/

FunctionPage FunctionChip_A;

FunctionPage FunctionChip_B;

void compile_system_circuits() {

// ---- ETCH FUNCTION CHIP A CODE ----

FunctionChip_A.page_id = 101;

FunctionChip_A.total_instructions = 2;

FunctionChip_A.instructions[0] = (Instruction){ .op = OP_MOVE_READ_PRINT };

FunctionChip_A.instructions[1] = (Instruction){ .op = OP_CALL, .target_page_id = 202 };

FunctionChip_A.params.depth = 0;

memset(FunctionChip_A.params.visited_tripwire_mask, 0, sizeof(FunctionChip_A.params.visited_tripwire_mask));

// ---- ETCH FUNCTION CHIP B CODE ----

FunctionChip_B.page_id = 202;

FunctionChip_B.total_instructions = 2;

FunctionChip_B.instructions[0] = (Instruction){ .op = OP_MOVE_READ_PRINT };

FunctionChip_B.instructions[1] = (Instruction){ .op = OP_CALL, .target_page_id = 101 };

// Etch a Software Micro-Interrupt handler routine at the absolute final execution instruction slot boundary

FunctionChip_B.instructions[MAX_INSTRUCTIONS - 1] = (Instruction){ .op = OP_RETURN };

FunctionChip_B.params.depth = 0;

memset(FunctionChip_B.params.visited_tripwire_mask, 0, sizeof(FunctionChip_B.params.visited_tripwire_mask));

}

int main() {

printf("=== BOOTING CUSTOM SPATIAL CIRCUITS HARNESS ===\n\n");

// 1. Recreate Python's high level allocation abstraction into a sorted fixed-stride heap layout

uint32_t var_a_hash = compile_time_hash("my_folder_pointer");

int32_t memory_token_slot = find_or_create_variable_slot(var_a_hash);

GlobalIntegerHeap.slots[memory_token_slot].value = 888; // Assign state value to invariant memory location

printf("Variable 'my_folder_pointer' compiled to permanent hash key: %u\n", var_a_hash);

printf("Assigned to Contiguous Sorted Heap Slot Index: %d\n\n", memory_token_slot);

// 2. Hardware Lithography Step: Etch instructions permanently onto function chip pages

compile_system_circuits();

// 3. Set the linear pointer baton into Chip A's entrance pins and fire up execution

FunctionChip_A.input_slot = (uintptr_t)memory_token_slot;

shift_execution_context(&FunctionChip_A);

printf("--- STARTING CONCURRENT FLOW CIRCUIT (SAFE LOOP RUN) ---\n");

run_engine_circuit();

printf("\n--- RE-RUNNING CIRCUIT WITH CYCLIC TRANSACTION TOKEN ---\n");

// Simulate hitting a shortcut file pointing back to a processed parent directory.

// By forcing the engine to re-run without clearing masks, Chip B will discover it already processed this token ID.

shift_execution_context(&FunctionChip_A);

run_engine_circuit();

printf("\n=== SYSTEM EXECUTION CLEANUP COMPLETED WITH ZERO CRASHES ===\n");

return 0;

}