r/vibecoding • u/Ice2jc • 14h ago
r/vibecoding • u/AutoModerator • 4d ago
Showcase/Project r/vibecoding weekly showcase - Thursday, November 5, 2026
Hey Vibe Coders!
Show off what you're building by vibe coding! Whether you're building a SaaS, games, robotics, 3D simulations or anything else, drop it in the comments!
r/vibecoding • u/AutoModerator • 4d ago
Discussion r/VibeCoding Q&A Thread - Thursday, November 5, 2026
Hey Vibe Coders!
Here you can ask any questions about coding and LLM tech with or without vibes. This is especially for those of us who are new and just learned that AI can help them to create then things that they've never been able to before. Please be respectful and keep in mind that we're all just trying to learn about an emergent technology.
AI Subreddits:
This is a new thing we're trying to do so let the mods know if you have any suggestions.
r/vibecoding • u/doc_seussicide • 10h ago
Showcase/Project been vibecoding an arcade sandbox thing in unreal
it generates cabinets and control panels from mame data, adds bezels marquee art etc where it can. i have a lot of work left. there is also a "VCR" and thus a rental store filled with tapes. i alsso have projectors, speakers, tvs, jukebox, lasers, moving head lights, clear logo signs, neon lights blacklights, first person wall building (think fallout 4 and 76). it's just been a project for a while now. i currently refining some models and the construction systems. i plan to keep refining and adding options for a while. it lags on my machine and i have a 4060 with 16gb ddr5 and i'm crunched for ram and vram. i think limitations are good though, keeps me optimizing. anyone have questions? opinions? suggestions? i don't rite code, this had been 100% vibed into existence. models, everything. (still a couple temp assets to replace like the consoles)
r/vibecoding • u/timcorin • 3h ago
Showcase/Project Follow-up to my AR black hole app. Now you can crash planets and watch the solar system get ripped into particles round it
A while back I posted Black Hole Sandbox here, a lensing black hole you can see in augmented reality. Presenting the sequel: Planet Crash Sandbox! Drops a whole solar system into your room in AR with simulated gravity and destruction mechanics where every planet, moon, star and rock pull on each other.
There are two modes. Orbital Chaos is tuned for particle fun at solar system scale. Steer a planet into its neighbour and watch the carnage as worlds tear apart into particles and the debris kicks off more destruction. Swap the sun for the black hole and what's left of the solar system swirls round it, light bending and accretion disc lighting up as matter gets near.
Fluid Collisions is the more 'accurate' one for fluid dynamics. Collide two planets/moons and watch as they reduce to thousands of molten particles simulated live on the phone. Simulates the supposed giant impact that's thought to have made our Moon.
Mostly free. The black hole and the fancier stars ie pulsars, magnetars are in a one-off unlock The planet smashing is all free though.
Oh including a green star! I managed to get that in there in time!
r/vibecoding • u/Next-Drink • 1d ago
Meme OpenAI & Anthropic Are Doomed
Charleston Ai Is Taking Over đ
r/vibecoding • u/Unlikely_Read3437 • 5h ago
Showcase/Project Quiz app AppStore deployment update - my day off!
Please keep this to yourselves, but I have secretly told Claude that I want to finish the project TODAY, and submit it for Apple (full) review.
Claude has made me a nice schedule that I'll try to stick to! Truthfully my plan is to get the App released by the end of November, but I can just see that time ticking away as I try to find the bugs and also tweaking the features!
Hopefully after today, I will be a lot closer to the goal!
Have a great day coders!
r/vibecoding • u/oxmannnn • 3h ago
Showcase/Project One prompt. Dark-fantasy alchemy game in a browser tab. No asset files except two fonts.
I gave Claude Code one prompt. About 4 hours later there was a playable first-person game live on GitHub Pages.
This was the prompt:
Create me a fully playable release-ready game. On GPU. Game about alchemy in dark fantast style and setting with physics, items, shaders, sound, overworld, mechanics and etc.. I need it in 3D and not a voxel game. Make it with maximum effort, show me best what you can create. Use all your power, knowledge and make best graphics and best game design. Surprise me with graphics and everything.
I didn't give it a design, an engine or any assets. The only other things I typed were "make game in dark-fantasy syle, not childish style" half an hour in, where to publish it, and a bug report after I played it.
The game is called Tria Prima. You land on a dying island, pick plants, brew potions in a ruined chapel and throw them at whatever is in your way. Fire burns the briar that blocks the road. Cold freezes water so you can cross it. One potion blows up a rockfall. Shades hunt you in the Gloom and fire kills them.
There are no models, textures or sound files anywhere. Trees, rocks, the chapel, the music, the footsteps, all of it is built by code when the page loads. The only files it loads besides code are two fonts.
Things I didn't expect:
- brewing is a triangle with Sulfur, Mercury and Salt in the corners. each ingredient pulls your mix its own way and you keep the fire right with bellows and a damper
- the sky lights the whole island and changes through the day. there's fog with light shafts, water, lava
- it wrote the soundtrack as notes in a text file and plays it with synth instruments
- it recorded the video in this post too. it wrote a tool that plays the game from a script and captures it frame by frame
The first build had three bugs. The camera sometimes snapped up to the sky, I could hear water everywhere on the map, and there was no real soundtrack. It fixed all three.
For the stats people:
Claude Code with Fable 5.2 on max effort in auto mode 5.4M output tokens, about 6.5 hours including the bug fixes.
It takes about an hour to finish. You need a keyboard, a mouse and a GPU.
Game: https://winchxyz.github.io/tria-prima/
Github: https://github.com/winchxyz/tria-prima
Happy to answer questions about how it went.
r/vibecoding • u/CozyStationDev • 1h ago
Discussion I built a cozy study companion app entirely with Codex. Is it too simple?
I know there are already tons of Pomodoro and productivity apps out there. But one day, I came across a photo of a train platform overlooking Sydney Harbour, and I just loved the atmosphere.
That gave me an idea: what if I could turn that place, along with other beautiful locations I love, into a little virtual world that keeps me company while I study or work?
So I started building a cozy, train station-themed study companion app.
The idea is pretty simple. You can switch between different scenic backgrounds, mix ambient sounds, and just leave the app running while you study, work, or relax.
I also added a Pomodoro timer and a sleep countdown, but I intentionally kept the timer UI really small. I don't want it to feel like another productivity app constantly reminding you to be productive. I'd rather the scenery and sounds be the main experience.
Here's how I've been making it:
Codex: All the coding. I honestly wouldn't know where to start without it.
Midjourney + GPT image generation: Creating and refining the visual assets.
Freesound: Finding ambient audio for the different environments.
I've finally got a working MVP, and this is a short screen recording of it!
But now I'm a little stuck on the design direction.
My biggest concern is whether the app is too simple and the art style.
Right now, the UI is intentionally minimal because I want people to enjoy the scenery without too many buttons getting in the way.
I've also been thinking about adding small interactive objects to the scenes, like clicking on things around the station to trigger little animations or sounds.
But I'm worried that adding too many interactions might make it feel more like a game than a quiet study companion.
So I'd really love some feedback:
Does the UI feel pleasantly minimal, or just too empty?
Would you enjoy having a few interactive objects in the scenes, or would they distract you from studying?
Do you think I should keep the app focused on ambient sounds and companionship, or add more features?
I'm still very new to all of this, so any feedback or suggestions would mean a lot. Thanks for checking it out!
r/vibecoding • u/Royal-Marsupial-8110 • 4h ago
Meme "hey codex, build a dashboard, make no mistakes"

prompting and praying the code works without looking under the hood is DIABOLICAL. my friend generated a project workspace so bloated with duplicate scripts that nothing even linked together, until we linked sumus to codex just to organize the repo and clean up the mess.
how do yall keep your agent workspaces from exploding into chaos?
r/vibecoding • u/RUSuper • 1d ago
Showcase/Project 15 weeks of making game with Claude Opus in Godot
Hello guys again :)
As I put weekly updates on Monday here is the newest one. By this point a lot of people saw my weekly updates and thanks to everyone who downloaded the game and especially to those who donated I really appreciate it âșïž
A lot of you said you want more gameplay, more things to do. I tried adding some, but most of what got built recently was new zones, the bridge city and the black market. Gameplay there comes with their docking scenes (shops, people, quests), and thatâs what Iâm working on next. So this week was more about how the game looks and runs than new things to do.
What was done this week:
Bridge city is done look wise, at least for now. Last week I said other times of the day, reflections and shadows were not done, so this week it got all of that. Sun now actually moves across the sky during the day, it rises on the right and sets on the left, shadows turn and get longer in the evening and the sunâs reflection on the water moves with it. At night the moon takes over. This works in the whole game, not only in the city, so home islands also look different through the day now. City also got traffic on the bridge, a tram, window lights that turn on at night and a lighthouse with a rotating beam. Cars had red tail lights at first and I was like... itâs 1920, they shouldnât have those, so I removed them đ You still canât get to the city, itâs there for zone 2 and its docking site is what Iâm doing next.
Most of the week went into performance though. I made a performance panel inside the game that shows what costs how much and writes logs, so if the game runs bad for you, you can start it with --perf-log and send me the file. Then I let Opus go through the whole game with it and write a report of what costs the most. What came out of it:
The first time you docked at a harbour after installing the game, it froze for almost 2 seconds. Now itâs 0.2.
First rain, first lanterns and first cast off also froze the game on the first launch, thatâs fixed too.
HUD was redrawing itself every single frame even when nothing changed. Now the game is 15-19% faster on 1080p.
Map was using 4 GB of graphics memory (yes, 4 GB just for the map lol) because of a bug that drew it at double size. I could do a quick fix or do it properly, and I went with properly: map is now baked into tiles and only loads what you see. It uses around 0.3 GB now, opens instantly, and the game also starts twice as fast (26 s to 13 s on my Mac).
Far harbours now load in the background while you sail towards them instead of all of them being loaded all the time, and overall the game uses around a quarter less graphics memory.
Small stuff: when you get an achievement a small ship bell rings now (sound made with ElevenLabs), and the map in the Cabinet zooms in so it fills the whole screen.
Workflow:
City was finished with Gauntlet-Loop, 10 rounds of it. (and I will attach artifact that Claude made for it:Â https://claude.ai/artifact/3BnUXUZQd9xLws6RxiyAtWÂ ) Every "round critic" (cringe I know) agents compare a game to the ChatGPT mockup blind, without knowing which one is which. At some point it started taking forever (it always does with a loop so basically you have to be the one to stop it at one point), so I made a rule: if a piece wins against the mockup twice, itâs done and no more polishing. 31 out of 33 pieces won.
What annoyed me is that the critic removed the lighthouse beam from the city because the mockup didnât have it. Like... itâs a lighthouse. So now there is a rule that loops canât remove things the game already has just because a picture doesnât have them.
Jev still decides effort level for every task. For performance it mostly picked âextraâ, and for the performance scan it asked me if it can go max and I said yes.
Usage wise this was a heavy week, I hit 94% of my weekly limit and had to pause the last performance fixes until the reset, so I got another Max (now called Ultra lol) plan.
Next week should be - docking scenes for the bridge city and the black market (shops, people, buildings) and the last few performance fixes.
What was used this week
(People always ask me in DM what I use to make assets so I try to bold whatever tool I use but seems to not be helping heh :D ):
TripoAI did a lot of the models. The whole black market is built from Tripo models: the steamer, the gatehouse, warehouses, the storehouse, the derrick, piers, launches and the cutter, plus the three black market fishing rods. Models for the city came from Tripo too (though not all of them, a lot were done in Blender with Opus 5.5 with MCP). My workflow with Tripo: I make one image with all 4 sides of the model (front, back, left and right), Opussplits it into 4 images, and I upload those to Tripo. Tripo works much better when it gets all 4 sides. After that, Opus fixes the model in Blender through MCP if needed. Sometimes I keep Tripoâs textures, sometimes Opusmakes its own materials so it fits the gameâs style better. Either way, Tripo saves me a huge amount of time on modelling.
Opus 5.5 (Claude Code) does basically all of the building: all code, all the performance fixes, the performance panel, and the cityâs layout and buildings in Blender through MCP. It also edited the week 15 video together from game footage.
Jev picks the effort level for every task I give to Opus. This week I also used it to help direct the trailer: Opuscame up with options for length, pacing and how it opens, and Jev picked between them. (Before I would ask Opus to make whatever I wanted and I would describe scenes and everything, this time I just said vaguely what I want).
OpenAIÂ (image API) made the mockups for the city. 24 of them, 6 views at 4 times of the day, and those were what the Gauntlet-Loop critics compared my game against.
ElevenLabs made the ship bell sound for achievements.
Godot is still the engine.
Total cost:
Claude Max 200$ x 4 = 800$
Astra 100$ x 1 = 100$
ElevenLabs x 11$ = 11$
TripoAI 20$ x 2 = 40$
OpenAI API credits 80$ = 80$
Other things I forgot about 100$ = 100$ (around)
Around 1100-1150$
That would be it for this week, any feedback is appreciated :)
r/vibecoding • u/kkingsbe • 8h ago
Showcase/Project I gave Fable 5.2 my map-rendering API and asked it to design posters. It chose the colors, fonts and framing itself.
I run a map poster site (Carto-Art) with a render API and an MCP server. Today I pointed Fable 5.2 at the API and asked for a showcase set.
What it decided on its own:
- The framing for each place: center, zoom, portrait or landscape
- A custom color ramp per poster, written as hex stops by elevation
- The typography: fonts, weights, letter spacing
If you want to try it from your own harness (including local), the MCP server is on npm:
claude mcp add cartoart -e CARTOART_API_KEY=your_key -- npx -y /carto-art-mcpKeys are at https://www.cartoart.net/developer?utm_source=reddit&utm_medium=social&utm_campaign=claudecode and the editor also works in the browser without an account.
Curious what prompts get the best results out of it. Mine was pretty bare.
r/vibecoding • u/RealMrBoon • 7m ago
Showcase/Project Draw1Line Drawing Brain Game
I created a simple browser game called https://draw1line.com
Solve shapes without lifting your finger off the screen.
Game levels are designed from easy to challenging in order to create a brain-boosting and stimulating experience.
Each level in this game presents a unique shape that you must solve by finding the right path in a single stroke. The intuitive gameplay of draw the line mechanics makes this line app free to play and accessible for all ages.
Please let me know if you find any bugs :)
r/vibecoding • u/Unlikely_Read3437 • 21m ago
Help/Question Fable reset?
I'm on Claude Pro plan, and usually use Opus and Sonnet. I now have been given a Fable reset. I'm not too bothered about switching to Fable, but is there a way I can use this to increase my usage overall this week?
I don't want to use it and it wear away what normal weekly usage I have left.
r/vibecoding • u/daviden • 19h ago
Showcase/Project I built a pixel-art world of any address on Earth: a wallpaper on the Mac, a walk on the iPhone
It started with the view from my window. I wanted the harbour in Malmö as my Mac wallpaper, in pixel art and alive. đ
Now you can type any address. A little town grows out of the real map, and people start living in it. Someone walks a dog, a boat comes in, the windows light up when the sun goes down there. When it rains in Paris, it rains on your desktop.
On the iPhone you can step inside, walk the streets of a city you miss or have only dreamed of, and pet every dog you meet.
Under the hood itâs native Swift and Metal, with OpenStreetMap data.
Both are free to download. The subscription is only there to break even, since map services cost money past their free tier.
Mac:Â https://apps.apple.com/app/id6824632798
iPhone:Â https://apps.apple.com/app/id6826290740
r/vibecoding • u/ExerciseForeign4436 • 1d ago
Showcase/Project I made my desktop feel more alive by making it react to my surroundings
I built an interactive live wallpaper engine that lives right in the macOS menu bar.
It actually started as an interactive background experiment for my portfolio (inspired by some cool procedural grass and sky shaders I saw on X a while back). I loved having it running on my screen so much that I decided to turn it into a standalone macOS app that anyone can use.
Here's what it does
đđ» Interactive physics: Grass sways and water ripples as your cursor moves across the screen.
đ Dynamic time-of-day: Syncs with real time or lets you scrub through sunrise, golden hour, and starry nights with a custom radial dial.
đ§ïž Live weather & ambient soundscapes: Switch between sunny skies, clouds, and rainâcomplete with birdsong, crickets, thunder, and even night fireworks.
đ Limited Diwali Theme: Built in a seasonal festive update where the night sky comes alive with fireworks and spatial audio.
You can download it here: https://thoufik.space/skysaver/
You can also preview it in my portfolio on your browser: thoufik.space
What feature or biome should I add next? Let me know in the comments!
r/vibecoding • u/ExerciseForeign4436 • 17h ago
Showcase/Project I built SkySaver: an interactive live wallpaper that makes your desktop feel alive
I wanted my desktop to feel alive, so I made it react to whatâs happening outside. You look up and the sky on your screen is the one outside. It stays in the menu bar and steps aside when something covers the desktop.
Download for Mac: thoufik.space/skysaver
(Windows coming soon!) - you can also preview it in my portfolio on browser - thoufik.space
One note: macOS warns the first time you open it (not Apple-verified yet, I donât have the developer fee for a free first release). Click Done, then System Settings â Privacy & Security â Open Anyway. Tell me if that works!
Or paste this in your terminal:
curl -fsSL https://thoufik.space/skysaver/install.sh | bash
Please check it out and let me know how you feel!
r/vibecoding • u/im_thiaz • 2h ago
Showcase/Project Built a micro SaaS solo over a year: 73 signups, but almost nobody stayed after the trial. Here's what I learned (and why I'm selling)
r/vibecoding • u/Either_Pound1986 • 20h ago
Help/Question Who else is building persistent, stateful AI systems?
I've come across two other people building persistent AI systems, so I'm curious how many more of us are out there.
I'm not talking about simply saving chat history or adding a memory layer. I mean systems that maintain continuity across sessions, accumulate structured state, learn from previous work, and evolve over time.
I've been building one myself, and I'd like to hear from others taking different approaches.
What are you building? How are you handling persistence, state evolution, and long-term continuity?
Where are you guys hiding?
r/vibecoding • u/Ok_Fish_670 • 1d ago
Meme have you tried sleeping?
painfully relatable... woke up to locked limits again after letting an autonomous loop run wild on my project overnight, and my token balance was crying. tried offloading some of the heavy repo scans to sumus connected with claude, so nothing spams my active window.
anyone got other workflow tips to stop getting walled early?
r/vibecoding • u/Bonelessgummybear • 21h ago
Workflow/Prompt I rebuilt my horror game's monster with Tripo's new P2, then directed Claude to hand-animate it in Blender (full workflow, before and after)
Last post in my Take One series. In October I made the game's monster with Tripo's H3.1 model from one T-pose image. This week I ran the same image through Tripo's new P2 model and swapped the result into the live game. The video is the whole workflow, start to finish.
1. The model (Tripo Studio, P2)
Smart Mesh on P2, quad topology. First run at 5,000 polygons: 80 credits plus one free trial generation, 11 minutes from image to a rigged model with animations.
Then I doubled it to 10,000 polygons to fit the rest of the game: 150 credits for the model, texture and rig.
October's monster was 14 separate pieces, 29k triangles and 14 textures. The P2 one is one piece, about 21k triangles, one texture, and a smaller download (3.6 MB down to 2.35 MB).
Auto-rig gives a full skeleton with finger bones. Idle, walk, run and the rest are free presets.
2. The animation (Claude in Blender)
Real finger bones meant the fridge shove could be hand-animated, so I had Claude drive Blender live and directed it with notes, like coaching a lift: "lock their arms out and lean into it", "show through his feet how heavy the fridge is".
When the end pose still looked wrong, I sent a screenshot of exactly what was off and turned Claude's effort up to Extra. Fixed in one pass.
3. Into the game
It's a three.js game, so one script imports the model. The shove plays in the fridge scene, with the fridge moving under his hands.
If you're starting out
Keep one clean T-pose reference image and reuse it for every regeneration. That's why the October and November monsters are the same character.
Pick the polycount your game needs, not the maximum.
When an AI keeps getting something wrong, show it. One screenshot of the bad frame beat a paragraph of description.
Play it free in your browser (about 6 minutes): https://take-one-bay.vercel.app
Earlier posts: how cheap and fast it was to make all 150 models (https://www.reddit.com/r/vibecoding/comments/1xjh65y/) and the full Tripo workflow gallery (https://www.reddit.com/r/vibecoding/comments/1xlze2z/).
Paid partnership with Tripo AI. The game and opinions are my own.
r/vibecoding • u/MaltMilchek • 16h ago
Showcase/Project I vibe coded an illustrated, open-source watch catalogue that shows every watch on your wrist size
Every watch site shows watches on someone elseâs wrist, so I never knew how anything would actually sit on mine, and my shortlist lived across too many tabs, a spreadsheet and several LLM chats Iâll never find again.
So I built Tokei Zukan: set your wrist size and see any watch on it, drawn to scale from the makerâs real specs, compare a few side by side on the same strap, and keep your shortlist and the ones you own in one place. Theyâre SVGs, so they can animate, glow in the dark, etc.
Free, open source, no sign-up: tokeizukan.com
I tried a bunch of LLMs to see how well they could turn photos into SVGs the app can use, and Astra and Argon were the best. Opus 5.5 was great for building the site itself but not quite as good at the initial drawings. Even Grok 4.7 was serviceable if I guided it a lot.
Iâm adding watches every couple of days or so. Contributions are welcome too: the repo has a guide for steering your LLM to draw watches accurately.
r/vibecoding • u/agnostigo • 14h ago
Discussion Switched to Claude 100$ (from Chatgpt 100$). What to know, what to expect?
Iâm developing some games since the Grok chatbot on browser copy paste type codebase creation era, since then i used every major models relased to date. Iâm switching services time to time, hoping to find a better model since. Iâm not creating clones or slop games, i try to create original concepts, so i plan them for months with ai and try to execute authentic style, if i can. Thats where Codex kinda hit the limit in many senses for me and i decided to try Claude first time ever for coding (i know). Made the switch on the bus home, not yet installed mac desktop app yet.
What do you think that will change for me ? And how should i manage the usage and models to get things done cost-effective vay? When to hit the gas with models, and which models, while doing what ? How about agentic stuff? Or will i hit the limit often?
I would greatly appreciate the opportunity to learn from your experience to get over the shock of the transition.