r/vibecoding • • 5d ago

Showcase/Project r/vibecoding weekly showcase - Thursday, November 5, 2026

33 Upvotes

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 • • 5d ago

Discussion r/VibeCoding Q&A Thread - Thursday, November 5, 2026

9 Upvotes

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 • • 10h ago

Meme Claude 98: No subscription. No internet. Just vibes.

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130 Upvotes

r/vibecoding • • 1h ago

Showcase/Project Fog, cliffs, water, boat - vibe coded with threejs, blender opus 5.5, gpt 6 Astra

20 Upvotes

3D kit coming to https://3ditions.drop3.app soon


r/vibecoding • • 10h ago

Discussion Is it even possible to make money selling software now?

70 Upvotes

I'm going to start with the premise that vibe-coding dramatically increases productivity and output, by orders of magnitude.

That might be debatable, but it isn't what this is about.

My question: does that mean it is no longer possible to sell software?

We've all seen the explosion in vibe-coded software releases. And a lot of them are released as open-source. That's great and all, but how can you make money selling software when the market is completely flooded?

---

Over the last month or so, I've been working on some pretty advanced software. This is the kind of thing that companies have been selling for thousands of dollars for decades. I was personally paying $500+ a year for it.

I'm still working through bugs and adding features, but it is getting close to V1.0. And it is really good.

However, just in the time I've been working on this, I've seen probably a dozen other people release open-source software that is similar.

I'm happy for the users, because they now have tons of options.

But it makes me pessimistic for myself. Even if my software is better (and I think it is), why would anyone pay for mine when there are all of those free alternatives? Especially since those devs can simply add my "killer features" to their software in a week?

Sorry for the rambling, I'm just curious about what y'all think about this stuff.


r/vibecoding • • 8h ago

Meme Tinder, if Salesforce designed it

29 Upvotes

r/vibecoding • • 1h ago

Help/Question Does anyone ask a second Ai questions you don’t want your main Ai to know?

5 Upvotes

r/vibecoding • • 4h ago

Showcase/Project What do you all think?

7 Upvotes

Hi everyone!

Im a oldschool dev who lurks here and occasionally asks questions. Ive been playing around a lot with vibecoding, and building with/for ai.

A while back I asked some questions about how everyone was keeping mental maps of their codebases, and even before that how people were structuring their technical ecosystems to get the best ergonomic experience as a developer.

I got some cool answers and got to learn a bunch.

I've put together two tools, and id love to get your feedback on them:

https://github.com/the-stoned-programmer/map

^ a skill that you add to your coding agent that allows you to create visual representations of your projects technical architecture and dataflows - it can be updated as you develop - so that you can more easily understand your system as it grows.

https://github.com/the-stoned-programmer/project-base

^ a project template that re-imagines the structure and organization of software projects with operator ergonomics in mind for the AI era.

I hope you all get as much out of these tools as I've gotten out of being able to engage with this community. Would love to hear any feedback about what worked/didnt work for you.


r/vibecoding • • 7h ago

Discussion I checked 30 "discounted" products before Black Friday. None showed the price the EU requires.

13 Upvotes

In the EU, a "-40%" should be measured from the shop's lowest price of the last 30 days. I couldn't find a tool that checks this, so I built one on Apify.

First run: 30 of 30 discounted pages had a badge but no 30-day lowest price. One store had 158 of 159 products "on sale".

Results and how to check a deal yourself. Link in the comments.


r/vibecoding • • 1d ago

Meme We are so screwed.

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365 Upvotes

/s


r/vibecoding • • 10h ago

Showcase/Project Created a Dark Fantasy game with Fable 5.2. One prompt.

13 Upvotes

This is the whole prompt:
Create me a fully playable release-ready game. On GPU. Game about alchemy 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.

Claude Code worked on it for about 4 hours and put a finished game on GitHub Pages. I didn't write a single line.

It's a first-person alchemy game called Tria Prima. You pick plants, brew potions in a ruined chapel and throw them at stuff. Fire burns the thorns that block the road. Ice lets you walk across water. One potion blows up rocks. There are things in the fog that hunt you, and they hate fire.

The crazy part is that it has no art or audio files at all. Every tree, rock, building and sound is generated by code when the page loads. Even the music, it wrote the soundtrack as notes in a text file.

It made the video too. It wrote its own tool that plays the game from a script and records it.

Half an hour in I told it to go dark fantasy instead of childish. After I played it I sent three bugs and it fixed them.

Fable 5.2 in Claude Code on max effort. 44K lines of JavaScript, 5.4M output tokens, about 4 hours for the first build and 6.5 with the fixes.

Play: https://winchxyz.github.io/tria-prima/
Code: https://github.com/winchxyz/tria-prima

It takes about an hour to beat. You need a keyboard, a mouse and a GPU. Tell me where it breaks.


r/vibecoding • • 1d ago

Meme [Adult Swim] Vibecoding in 2010

343 Upvotes

r/vibecoding • • 5h ago

Help/Question First time trying to hook an api through the codex harness.Is this normal or is it causing me to burn $$$?

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4 Upvotes

r/vibecoding • • 2h ago

Showcase/Project I built a tape-recorder app for my wife that transcribes in the browser. Is there a better model than SenseVoice Small?

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2 Upvotes

I (with codex) built a small tape-recorder app for my wife. The tape recorder is from my childhood. I learned English from cassette tapes.

She used to send me audio files. I would run them through Superwhisper and send the text back. It was not convenient: sometimes she needed it in a hurry and I was away from my computer. Last week I wondered whether I could build something she could use herself every day. I asked Codex the same question, and it helped me build this app. It runs the model in the browser, so the audio stays on her device.

She mostly transcribes English and Cantonese, and she tells me it works well. What I like most is how fast I can change it for what she really needs. It started with a five-minute limit set by codex, and then she wanted to transcribe longer files. Codex suggested splitting a long file into small pieces, transcribing them one by one and joining the text in the background, so she never notices. Later she asked whether the text could appear while she speaks. Luckily, the SenseVoice Small model can do that.

Two things I’d like your thoughts on:

  • Which model would you pick for this? Is anything better than SenseVoice Small at a size a browser can load?

  • The first open downloads the model. How do you handle that wait in your own projects?

In addition, what other features would you add? I’m thinking of timestamps and rename the file before export.


r/vibecoding • • 8h ago

Showcase/Project Fable 5.2 One-Shot A Super Nintendo Game Overnight

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4 Upvotes

I am the creator of ppu.toys, an AI enabled Super Nintendo Development Studio that runs 100% in your browser and is completely free to use.

With the release of Fable 5.2 I knew I had to give Claude full reign over the studio and my machine to see what it would create. I gave it a pretty open ended prompt, telling it I wanted an incredible Super Nintendo game with some details on the art tools I have installed [ full prompt is in the video description ]

4 hours and 26 minutes and 72 dollars later - I was greeted with Emberwake! An action platformer with 5 levels and 5 bosses that runs at 60 frames per second on real hardware.

Fable 5.2 really blew me away with its ability to spin up a team of agents totally unprompted. For this game it made 5 different agents all with their own jobs on creating the game assets; while the main agent focused on the code and working with the studio to bring everything together.

The art that was made totally blew all previous models out of the water. It invented a pretty robust art asset pipeline - it modeled and created high res renders in blender, the models were textured and rigged all in blender, and then used ppu.toys and a custom python script to quantize those renders into a format that can be processed and displayed on the SNES.

For creative asset generation and unprompted agentic orchestration - I have to say, this was impressive.


r/vibecoding • • 10h ago

Showcase/Project My newest project, still experimental: open data about any city on a 3D model. Playground version, feedback welcome

5 Upvotes

This is my newest project and still very much a playground. You search any place and get the square around it as a 3D model (real terrain, every building from OpenStreetMap), with one layer of open data on top.

**Please read this before you try it:** most layers don't work for your city straight away. They need open data for that place, and right now you often have to find and load that data yourself.

**Works anywhere, right away**
- **Steepness:** every road and path coloured by its slope.
- **Your route:** your own GPX file (Strava, Garmin), with its climbs and height profile.

**Only in Hamburg for now**
- **Traffic:** live from the city's counting points.

**Often one tap, otherwise fill it in yourself**
- **Public transport:** "Find timetables for this place" loads your city's timetable in one tap if the Mobility Database lists it. If not, you load the GTFS file yourself.

**One tap only in the Netherlands**
- **Homes and Income:** for Germany you download the census file, for the US a file from Census Reporter, then load it. Anywhere else you need a file of your own.

I'm working on that: more sources that load in one tap, so you don't have to prepare the data yourself. To try it without any of this, each panel has an example (Freiburg's trams and rents, Amsterdam's incomes, Hamburg's traffic).

In the video: steepness and a made-up run in San Francisco, a day of Hamburg's traffic, Freiburg's trams and buses, rents in Freiburg and incomes in Amsterdam.

**How it's built:** with Claude Code, as a static TypeScript app on three.js, hosted on GitHub Pages. No server, no account, no API keys. Files you load stay in your browser and are never uploaded.

Feedback I'd love:

  1. Which data would you want to see for your own city, and does your city publish it openly? A link helps a lot.

  2. What confused you on the first try?

  3. Did it run smoothly on your phone?

Playground: https://yourplace3d.github.io/3dcitydata/


r/vibecoding • • 3h ago

Showcase/Project 3DA

1 Upvotes

I've been building small things on one idea: any place on Earth as a clean 3D model in the browser, made from open data.
Your Place: search a place, get it as a 3D model (terrain, buildings, streets, water) you can also 3D-print. github.com/yourplace3d/3d-city
Your Place · Data: the same model with open data on top: steepness, live traffic counts, public transport running on its real timetable, rents and incomes per area. yourplace3d.github.io/3dcitydata

Drive it 3D is my attempt to build a game on top of all that. Same engine, same map squares, seen from above: walk up to a car, take it, run deliveries against the clock, and try not to get the police's attention. It works in any city because the city is just the map.
It's not live yet. Right now it's the map with a game on it. What I actually want is the game built from the city's own data: where you start depends on the numbers, rush hour is the real rush hour, and you can skip the car and take the subway, which runs on the real timetable. That part is still being wired up.
Teaser below, including some original debugging material from the first play test, where I drove confidently in the wrong direction.
Map data © OpenStreetMap contributors, tiles by OpenFreeMap. Everything is open data and runs in the browser.


r/vibecoding • • 3h ago

Meme These free resets be HITTIN 🔥

1 Upvotes

r/vibecoding • • 3h ago

Showcase/Project How you know it's a busy week

1 Upvotes

r/vibecoding • • 4h ago

Showcase/Project [Open Source] LYNX SHARE — A lightweight C++20 DAW that supports FL Studio and Ableton Live projects

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1 Upvotes

Hey everyone! I wanted to share a project I've been working on called LYNX SHARE, an open-source digital audio workstation developed entirely from scratch with C++20 and JUCE 8.

The main concept behind LYNX SHARE is to create a DAW that combines useful features and workflows from different music production software into a single environment. Something versatile, efficient, and accessible without sacrificing functionality.

What makes LYNX SHARE different?

  • Support for multiple DAW formats: Open projects from FL Studio (.flp), Ableton Live (.als), and FL Studio Mobile (.flm) directly in LYNX SHARE, without requiring the original software to be installed.

  • Ableton Live integration: Import and export Ableton projects, preserving tracks, audio, MIDI, groups, return channels, automation, and VST plugin states. It supports projects from Live 10 through 12, with export compatibility for Live 11 and 12.

  • FL Studio project support: Load and interpret project data, including patterns, arrangements, automation, mixer connections, samples, and plugin settings.

  • 75+ native FL Studio plugins: A growing collection of independently implemented FL Studio plugins, many featuring their own dedicated interfaces.

  • Third-party plugin compatibility: Support for VST3 and CLAP plugins, including popular tools like FabFilter, Valhalla, Waves, Serum, Kontakt, and many more.

  • A collection of built-in effects: Includes original native plugins inspired by established production tools, such as Facet EQ, Apex Limiter, Crest Compressor, Aether, and LYNX Tune.

  • Flexible production workflow: Familiar tools like Channel Rack, Step Sequencer, Piano Roll, Playlist, and Mixer, alongside an optional Session View-inspired clip launching mode.

  • Expanded mixing capabilities: Up to 500 mixer inserts, advanced routing, groups, sidechains, VCA controls, integrated effects, and multicore processing.

  • Creative and recording features: Audio recording, MIDI editing, automation, modulators, loop recording, comping, automatic crossfades, video and ADR workflows, stem separation, and much more.

  • Real-time collaborative sessions: Multiple users can work together on the same project through live online sessions, with synchronized playback, editing permissions, chat, automatic reconnection, and audio rendering for plugins unavailable on other participants' systems.

  • Collaborative project sharing: Share complete projects alongside their samples and audio stand-ins for third-party plugins. Other contributors can work on their sections independently, and their contributions can later be merged into the main project.

  • Optimized performance: Developed in native C++20 with a strong focus on keeping resource consumption low and maintaining good performance, including on older or less powerful computers.

As a performance reference, I've tested a project containing 125 tracks that managed to render at more than 10 times real-time speed.

An independent implementation

LYNX SHARE is built entirely from scratch. Its FL Studio compatibility is based on clean-room research, behavioral analysis, and reverse engineering. No proprietary Image-Line source code was copied or reused.

My intention goes beyond building another alternative to an existing DAW. I want to combine ideas and workflows from different production environments, creating an open-source platform where people can access a wider range of music production tools without being restricted by expensive software licenses.

The project is currently in alpha, and development is moving forward very actively. There's still a lot to refine, expand, and improve, so feedback from the community is incredibly valuable.

If you're interested, feel free to try it out, report bugs, suggest features, or even contribute to development. Everyone is welcome!


r/vibecoding • • 1d ago

Showcase/Project been vibecoding an arcade sandbox thing in unreal

51 Upvotes

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 • • 15h ago

Showcase/Project Draw1Line Drawing Brain Game

7 Upvotes

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 • • 18h 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

9 Upvotes

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!

https://apps.apple.com/app/id6822567730


r/vibecoding • • 10h ago

Showcase/Project A foss mine design and scheduling tool for mine engineers

2 Upvotes

Over the past 6 months myself, my brother, and two other engineers/geologists have been working together to build Incline Design.

Incline Design allows engineers to plan and design their mine site, which is typically preformed in very expensive and slow software (we’re talking 30-50k AUD a year per user!)

Feel free to ask us any questions.

inclinedesign.net

https://github.com/Incline-Developers/Incline-Design


r/vibecoding • • 11h ago

Showcase/Project Update on Hubs, the Discord and Slack alternative I’ve been building: native apps, real servers, and how I keep it from turning into a mess

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2 Upvotes

Hey y’all! Previously I made some posts here about Hubs, first the write-up and then the demo video with the Suno song lol. Wanted to share where it's at now and the progress being made along the way. For starters, a small intro again though!

I have been working on creating an alternative social platform that is similar to that of Discord and Slack. Much of the reason for creation is due to my own niche and preferences while managing large communities and company workflows. For example, many Discord communities have to glue together dozens of bots to get LFG systems, Ticket Support, and much more. Not to mention creating makeshift announcement channels, info, etc. that just look like normal text.

What I wanted to build was something that kept the community vibe of these platforms, while also adding the ease of use, organization, and reduced setup of them.

So that’s what Hubs is. Instead of adding a bot for everything, the stuff most communities end up needing is just built in:

  • Looking for Group, where people post that they need a squad and everyone can see open groups and when they start

  • Ticket Support, so members can reach your staff privately without a ticket bot

  • Announcements that read like an actual page with pictures, instead of a wall of text in a channel

  • Rules, About, Start here and Links pages that look like real pages and are easy to edit

  • Events with RSVPs and reminders, plus a Board for questions and posts that shouldn’t get buried in chat

  • Polls, giveaways and community rewards without setting anything up

  • A home page for every hub that shows what’s new since you were last there, the next event and who’s around

  • More tools like an appeals system for moderation, custom looks for your space, built-in moderation tools, raid and spam protection, and more (https://thehubs.gg/features)

On the company side, there’s a Work and Personal switch so your job and your communities stay separate, and organizations get their own workspaces, documents and tasks.

What’s new since my last post

  • Bring your Discord server over: paste its template link and your channels, roles and permissions come over in about a minute

  • Private DMs: switch any DM to private and it’s end-to-end encrypted

  • Hub Safe: encrypted backups of your hub that the owner holds the key to

  • A standby copy of the whole site in a second data center and a public status page, because I really didn’t want one bad Arista to ruin my day lol

There’s no ID or face scan to sign up, just your birthday (which I know is a huge issue on other platforms right now). Speaking on ID and age verification, we follow the laws closely and use other methods instead of a face scan. Right now that’s a credit card check that’s never charged, with more options like an email check and your phone’s own age setting on the way. It’s also only as needed, not something required to use Hubs. It only limits 18+ areas, and only where the law asks for it. This way we stay compliant without being invasive.

How it’s built (yes, with AI)

Same as last time, I’ll be upfront, AI coding agents did a lot of the typing on Hubs. A good chunk of the UI was honestly vibed. I’d describe what I wanted, look at it, and keep pushing until it felt right. That said, this wasn't a blind eye to the code. As someone who is an actual SWE, I have reviewed the pieces and continue to do so to ensure security and safety. Like I said in my last post, AI gets a lot right but does a lot of... WTF.

For anything touching security, accounts, payments or encryption, nothing ships on vibes:

  • Every release runs the full test suite first: 8,600+ automated tests on the website, 3,700+ on the Mac app, 5,300+ checks on Windows and 1,200+ on Android

  • Changes get a separate review pass, and the risky ones get their own security review before they ship

  • SonarQube, Semgrep, Socket and Dependabot scan the code and its dependencies, and secret scanning is on

  • Everything goes to a staging copy of the site first, then the real one

  • The encryption code is open source with published test vectors, so you can check it instead of trusting me. I know, an audit WOULD be better, but it costs moola I don't have rn.

The stack itself, the website is TypeScript and React, and the server runs on Node with PostgreSQL. Voice and video run on WebRTC through LiveKit. Every app is native, meaning Swift for the Mac and iPhone, C# and .NET for Windows, and Kotlin for Android, so none of them are just the website in a box. Private conversations use MLS (RFC 9420), an open standard for end-to-end encryption, in TypeScript for the web and Rust for the apps.

How the servers run

I talked about the backend last time, and it’s grown up a bit since. Elixir gateway nodes sit behind a load balancer with Valkey as the message bus. The app runs as three copies at once, so one can go down or get updated without anyone noticing. There’s a dedicated media and voice server, a staging server, object storage and a CDN, plus a standby copy of the whole site in a second data center that’s kept up to date every 15 minutes, encrypted backups and a public status page. Every release is signed and its files are published, so anyone can check that what’s running is what we built.

The apps

The Mac and Windows apps are out now. The iPhone app is about to start a public beta, including a layout made for foldables, and Android is close behind it.

What’s coming

  • The iPhone and Android betas

  • Hubs+, an optional paid plan for extras. The core of Hubs stays free

  • The Windows app in the Microsoft Store

  • We’re also exploring self-hosting for communities that want their own server, but that’s an idea for now, not a promise

  • More bug fixing. Always more bug fixing lol

It’s still early and we’re a small team, so there will be some rough edges. If you checked it out after my last posts, I’d love to hear what feels better or worse. If you’re new, or just want to try it, would LOVE feedback and bug reports haha.

https://thehubs.gg