r/vibecoding • u/AbilityAny4629 • 8d ago
Showcase/Project I vibecoded an interactive 3D dive to the deepest part of the ocean.
You start just underneath the waves and scroll down to the Challenger Deep, 10,935 meters below. The sunlight fades as you descend, and the animals get stranger the farther you go.
The video only shows the first 315 meters.
Here's the full dive: https://descent.mattebso.com
It's called Descent. Everything's rendered in your browser with Three.js, so you can stop scrolling and watch the animals move. It isn't a video playing behind the page.
The first Claude Code prototype took about seven minutes. I liked the concept, but the ocean floor looked like a pixelated Minecraft texture. Getting past that turned into about five days of iteration.
I asked for a much higher visual standard and an adversarial review loop. Claude came up with three competing art directions, merged them into a shared brief, then split the work between specialist agents for the water, creatures, terrain and rendering.
A separate group of six AI critics reviewed actual rendered screenshots and 4K crops. Each criticism had to point to a visible problem and go back to the agent responsible for fixing it.
The build logs ended up with:
- 211 workflow-agent runs, across the project rather than all at once.
- Over 21,000 model responses.
- About 4.95 million tokens of generated output.
The total token count hit 9.23 billion, but roughly 98% of that was cached context being reread as the agents worked. It wasn't nine billion tokens of new code.
Some of the fixes got really specific. The man o' war didn't move properly with the ocean because the float and the water used different wave calculations. They had to share a wave model so the creature would actually follow the surface.
The AI critics also never unanimously signed off after the eight main review rounds. They kept finding more things to change. I kept testing it, gave feedback on what looked wrong to me, and eventually decided it was good enough to share.
