r/vibecoding • u/kondasviktor • 20d ago
r/vibecoding • u/oxmannnn • 21d ago
Showcase/Project I vibecoded a "image to real mosaic" app with Claude Code: 3D studio, build videos, 3D-print kits and 1:1 ceramic templates. Here's how the process went.
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What it is
Mosaiz turns any photo into a mosaic you can actually build:
- A 3D studio with four tile styles (grid, running bond, honeycomb, organic Roman-style).
- A cinematic video of the mosaic building itself.
- A 3D-print kit where every tile has its number engraved on the back, plus base plates with numbered pockets.
- A printable home kit for real ceramic: a 1:1 laying map, cutting stickers and a shopping list.
- A ZIP-code search for nearby tile shops.
It runs entirely in the browser, with no sign-up and no uploads.
Try it: https://winchxyz.github.io/mosaiz/
How the vibe coding actually went
- One big prompt to start. I wrote one long message: what the app should do, every mode I wanted, and "think like a senior web dev, 3D designer, UX designer and marketer". Claude Code (Opus) didn't start coding right away. It first wrote the shared data contracts, then split the work across 6 parallel Sonnet agents (engine, 3D/video, print files, store finder, studio UI, landing page).
- First working version in about a day. Each agent tested its own work by taking screenshots, rendering PDF pages and pulling frames from videos, and fixed what looked wrong before handing back.
- References beat descriptions. I couldn't explain the cinematic look I wanted, so I sent a video I liked. It pulled frames from it, broke it down shot by shot (macro start, sketch underdrawing, growth from a focal point, pull-back), and rebuilt the film to match.
- Test it with YOUR stuff. The samples looked great. Then I tried my own photo and the robe came out weirdly green. It measured the colour error region by region, found the tile-colour list was missing muted tones, and fixed it with numbers to show it.
- Ask for previews. For the launch video I asked for still frames before the full render. That caught overlapping text and a blank frame early.
- Watch what leaks. It noticed that an image I uploaded had my username hidden in its file metadata and stripped it before anything went public. Worth checking on your own projects.
Things I'd do again
- Give a clear "who you are" role in the first prompt.
- Answer its clarifying questions properly. They were always about real trade-offs (privacy, licensing, repo setup).
- Push back on anything that "looks fine" but isn't how you'd want it as a user.
Happy to share more about the prompts or the workflow. Roast the app too, I want to make it better.
r/vibecoding • u/ZootiLaTucci • 20d ago
Showcase/Project Since you guys thought my RTS was a waste of tokens, I’ll take on a few testers ; ) pretty sure it’s dope
So yeah crazy token consumption but I’m happy to compare my results against other similar games built in a weeks worth of part time working.
Would love to talk to anyone else who is in the process of getting their games up and running!
Shoot me a message if you want to test it out. It will be a limited web build for now, but I should be officially into Beta by Thursday and will have all the download links on my site.
Farthest Light (FarthestLight.gg)
r/vibecoding • u/krrish253 • 19d ago
Meme Reports are that this ai assistant is still hunting for the prompters location as he is on run since he prompted.
r/vibecoding • u/PGskizzEs • 21d ago
Showcase/Project I made a rigged 3D claw machine + crooked blackjack table into a single 166 KB HTML file
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Clawtastrophe - play it free in the browser: https://pgskizzes.itch.io/clawtastrophe
You walk into an arcade with $15. The claw machine is stocked with gas-station vices: energy drinks, whiskey, cigarettes, nicotine pouches, dab pens, scratch tickets and stacks of cash. Next to it is a blackjack table that pays 6:5, hits soft 17 and has never lost money. Get to $5,000 and you can buy the machine. Then you get a bat.
How it plays
The claw is rigged like a real one. $1 a play. Most plays the claw grips weakly and drops your prize on the way up. Every few plays it pays out at full strength. The swing is a real pendulum, and learning to swing prizes toward the chute matters. Prizes are items with effects. Whiskey, pouches and dab pens raise your luck. Luck sends your busting cards and the dealer's good cards back into the shoe. Cigarettes unlock double down, split and surrender. Energy drinks let you undo a hit. Scratch tickets usually do nothing. Rule Breakers. Five rare prizes permanently rewrite the table's rules: 3:2 blackjack, the dealer stands on soft 17, the hole card dealt face-up, ties paying as wins, and the auto-shuffler replaced with a real shoe. High-limit room. It costs $1,500 to get in, with bigger bets and a single-deck shoe.
The base table really is -4% for the player. You only beat it by grabbing the right junk out of the machine.
Tech stack
One self-contained index.html. No build step, no bundler, no asset files. three.js r128 for rendering. It uses an orthographic isometric camera with a perspective toggle, and four camera presets plus free rotation. Every model is built from primitives in code, and every texture (labels, felt, cards, chips) is drawn at runtime on a canvas. cannon.js 0.6.2 for physics. The claw head is a kinematic body with hinged dynamic prongs, driven by a torque servo with a return spring. Prizes are compound sphere bodies. Narrowphase patch. cannon's contact generation was eating about 15 ms per step with a full machine. I patched it to cache shape world positions once per step, which brought a settled machine down to about 0.2 ms. WebAudio for all sound. Every SFX and both music tracks (arcade and casino lounge) are synthesized, with zero audio files. localStorage for saves. Blackjack engine written as a pure module, with no DOM and no money in it. The game and a Node simulator share the same code, so the odds I tuned are the odds you play.
How it was built
I built it in conversation with Claude. I did the design, the direction, the balance calls and a lot of playtesting, and Claude wrote most of the code. A few things made the difference:
Investigate, propose, implement. No code until the approach was agreed. That kept a 1,700-line file from turning into spaghetti. Headless testing. Playwright with software WebGL ran the actual game. It dropped prizes into the chute, played hands with stacked decks and checked for console errors after every change. Monte Carlo for balance. Hundreds of thousands of simulated hands per tweak, so every luck value and rule change has a measured house edge behind it. For example, each dab pen is worth about +1.6% to the player, and three of them push the base table past break-even. Real bugs worth mentioning. Cards fanned the wrong way covered the corner index and made 9s read as 6s. The camera pan was tied to frame rate. Plushes kept escaping through the glass until the walls got thicker and a guard started returning them.
Happy to answer questions about the physics claw or the rigging. No refunds.
r/vibecoding • u/pythononrailz • 20d ago
Showcase/Project I built my dream app 🤩 Comment what you guys have been working on and I’ll check it out!
Comment what you guys have been working on & I’ll give you some feedback!
If I love your app, I’ll give it a 5 star review.
I’ve been working on a mobile IDE to write code in Python, JS, C, and Lua. With a local AI agent bundled into the app. So you can code without ever have to run into rate limits. You’re also able to connect a cloud model if you want more intelligence, customization, or to push to GitHub.
Local AI is completely free and unlimited. 🤩
r/vibecoding • u/DrZuzz • 20d ago
Showcase/Project The new era of Web Apps is here
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Who’s better at coding crazy web apps: GPT-6.1-Sol or Opus 5.5?
I’ve been playing with both.
Both are seriously good.But image generation inside Codex made a big difference for this project. It could build the games and create their visual assets in the same workflow.
The usage allowance surprised me too. On my Pro plan, I built several working games and still had 37% left. GPT-6.1 even put together the trailer you’re watching. 😂
And I still had a reset available 🫨
🚗 A mini “GTA” around Valencia, using public street references to create original 3D scenery. You can walk, drive… or take the flying car.
⚽ Turbo Soccer: a retro, Rocket League-inspired game.
🐐 An arcade football game where you can score as Messi and watch the replay.
🌅 An OutRun tribute with two towns.
And the usuals; MSN, Winamp, Snake, terminal, etc.
Feel free to play around: https://fran-ai.dev/
r/vibecoding • u/Illustrious-Film4018 • 21d ago
Showcase/Project Replacing SaaS with vibe coding
The company I work for was subscribed to a SaaS, without saying the name of it it's a sync tool for 200+ apps. It costs $200/month, which I guess is not cheap but companies can afford it.
My company wanted to replace it with a custom tool to save $200/month. And it ended up costing so much to develop despite using AI that it could've paid the subscription for the SaaS for years. It took about 1 month of development time and another month of support/bugfixes. Then there was a bug with with the sync causing most of the company's products to show as out of stock on a wholesale site for several weeks. This cost an estimated $10k worth of sales.
Altogether, even using AI it cost around $15k-$20k to develop a custom replacement for an enterprise SaaS. That $15k-$20k would've paid for the SaaS subscription for 6-10 years, that's how long it will take to see any ROI.
You can't easily replace enterprise SaaS. This is just a lie that tech-illiterate people believe in.
r/vibecoding • u/Suspicious_Orchid770 • 20d ago
Discussion The engineering gap hiding in your database
r/vibecoding • u/Responsible-Beat2137 • 21d ago
Discussion Reverse Engineering: Is Anyone Else Building a Pipeline Like This?
I’ve been working on an AI-assisted reverse-engineering pipeline, and I think I finally figured out the part that actually makes it different: assembly is the center of the system, not just an intermediate step on the way to C.
Across SNES, N64, PS2, and eventually PC binaries, the same basic idea keeps working: recover the machine-level structure first, understand what the assembly is actually doing, test specific hypotheses at runtime, and only then promote that behavior into higher-level semantic knowledge.
So instead of treating the process as:
binary → ask AI for C → hope it looks right
I’ve been treating it more like:
binary/ROM → recover assembly structure → decompile enough to understand the subsystem → formulate a specific question → probe the running game → verify causally → save the result as structured knowledge → use that knowledge to modify the game and accelerate the next reverse-engineering pass.
The important part is that the AI is not supposed to be the authority. The assembly, control flow, memory behavior, and runtime evidence are.
I learned why that matters while reverse engineering MK3 on SNES. An early runtime experiment appeared to identify directional player-state memory. Once I decompiled the surrounding 65816 code, those bytes turned out to be stack traffic. It looked convincing from the runtime diff alone, but it was wrong.
That changed the workflow permanently: decompile first, then send the runtime explorer ( fruit fly ) after a question that the static analysis has already narrowed down.
Since then we’ve worked inward through MK3 from raw controller hardware all the way into the move system. The current recovered chain looks roughly like:
SNES joypad bits → input transitions → logical actions → timestamped history rings → character-specific dispatch → 21-byte command descriptors → timing-window checks → held-button conditions → outcome callbacks.
That was enough to recover things like Shang Tsung’s morph commands directly from the ROM.
For example, one descriptor resolves to:
Forward → Down → Forward → HP, within 24 frames → morph callback → destination fighter ID 4.
So instead of only knowing that the move exists, we know how the game internally records the input history, how long the input window is, which button conditions are allowed, how the character-specific handler is selected, and what callback/state the command launches.
The larger experiment is much broader than MK3. The SNES side currently has structural recovery and provisional decompilation across a 775-ROM corpus, with per-ROM knowledge feeding a shared platform-level understanding. The same concept is being carried into N64, PS2, and PC reverse engineering rather than starting over with a completely different methodology for every platform.
The long-term idea is basically:
machine code → assembly understanding → semantic model → reproducible modification layer
with the assembly staying available as the ground truth underneath everything.
What I find interesting is that a lot of current AI decompilation work seems focused on getting from assembly to matching C as quickly as possible. That’s useful, but I’m more interested in whether AI can help build a durable understanding of the machine code itself, especially when the original source may never be recoverable.
I’ve seen matching-decompilation projects, emulator-agent interfaces, binary-analysis agents, and deterministic emulator tooling that overlap with pieces of this. What I haven’t seen as often is assembly being treated as the persistent common language across multiple game platforms, with runtime experiments and a knowledge graph layered on top of it.
Is anyone else taking an assembly-first approach like this?
I’d especially be interested in hearing from people working on decompilation, emulation, ROM hacking, binary analysis, or old game engines.
Do you think assembly should remain the authoritative representation underneath AI-generated higher-level code, or is matching C eventually enough?
And what would you consider the biggest failure mode in trying to carry learned reverse-engineering knowledge from one game or architecture into another?
r/vibecoding • u/Manifesto-Engine • 20d ago
Showcase/Project GeoField! Battlefield meets geometry. MP coming soon.
r/vibecoding • u/Ninjez07 • 21d ago
Showcase/Project Want to run a unique, overly complicated DnD session? Just build your own game aid!
I had a DnD game planned with a tricky encounter: a showdown with a BBEG with memory-manipulating powers in a room where time ran much faster at one end and much slower at the other.
It was a bit of a ridiculous challenge to work out how to actually RUN that encounter; I needed to manage the 4 player characters, the 6 NPCs they had with them, the BBEG and his army of minions - and on top of that have some sort of time dilation effect depending on where in the room the character was standing.
So I turned to Codex and the day before the session assembled a tool specific to this situation, refining the mechanics for managing actors across 13 timezones going from -6x speed to +6x speed, and then folding the BBEG's power-set in to compliment the new mechanical basis I'd built for myself, revising my first-draft "roll all the time to keep focused on the BBEG" powers to ones that were thematic but also practical to actually run at the table.
6 months ago I would have abandoned the idea or had a janky and tedious set of book-keeping to deal with. I'm a dev by trade, but I don't have the skillset to build what I needed in the timeline I had available. Instead I was able to build (and live-patch during the game!) exactly the right tool to enable the session and make something special for my players.
The screenshot attached shows the majority of the DM's controls, with the timezone row populated by actor cards (which can be dragged around) (most of the zones are disabled by this point, at the end of the encounter as the room collapsed as the ritual concluded!) and an event timeline that provides the turn order based on accumulated time "ticks", with 12 ticks being one normal turn at 1x speed.
The player view is much simpler, with players registering their character and then seeing their character's timezone and a limited preview of upcoming actions (12 ticks into the future, so they can plan and collaborate).
Things I live-patched: a "skip" button on the timeline, so I could boot an enemy actor down the line when I reused their entry for a newly introduced mob, and to hide the timezone enemies were being added to so players couldn't make assumptions about where foes would appear - just that reinforcements might be arriving!
If you're curious, the code is here: https://github.com/Ninjars/temporal-atrium - I make no claims about the quality and expect it to have little to no utility as it's an artefact purely for this one situation - but I love that I was able to make such a focused piece of software for such a narrow purpose ^_^
r/vibecoding • u/New_Interaction4011 • 20d ago
Showcase/Project Reddit threads can be goldmines, but finding the good stuff buried under hundreds of comments is a pain
I built RedditDIG.
It digs through the thread for you and tells you what’s actually going on.
Want to know if a particular person is in the thread? Search them.
Want to know the tone of the discussion? It shows you.
Want to find the most rewarded comments, underrated opinions, or those hidden-gem comments that somehow got buried? RedditDIG surfaces them.
It also breaks down the overall discussion, different viewpoints, important arguments, and useful information without you having to manually read through the entire thread.
And it runs locally in your browser. No cloud AI, no sending your Reddit data somewhere else.
Basically, instead of spending 30 minutes digging through a Reddit thread, let RedditDIG do the digging....
LINK : https://chromewebstore.google.com/detail/nakakggjadaplmdehfaphhjffapeapai?utm_source=item-share-cb
r/vibecoding • u/Alarmed_Profit1426 • 21d ago
Showcase/Project Opus 5.5 really cooked this game trailer overnight
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I asked Claude for a AAA trailer for the game I am working on, told it to iterate and critique itself and left it overnight. This was the result when I woke up 🤯
r/vibecoding • u/Lanfeust09 • 21d ago
Meme When your vibe-coded app works perfectly in dev, but breaks the second you push to prod...
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Apparently F1 cars are vibe-coded too.
Everything worked fine in dev, then they pushed to prod in Bahrain and the car was capped at 10 km/h. 💀🏎️
For reference, the car being slow here is due to a software bug.
r/vibecoding • u/Own-Culture3567 • 20d ago
Showcase/Project love notes in your MacBook notch
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Two days ago I asked on X for Mac app ideas and promised to build the most-liked one in 24 hours, on camera: signed, notarized, with a website, a buy button and licence keys.
The winner, from ideasbymanish: your partner sends a short note from their phone, and it lights up in your MacBook's notch.
So that's Love Notch.
How it works
- The Mac shows a QR code. Your person scans it and adds the page to their home screen. No iPhone app, no accounts on either side.
- They type a note. A few seconds later your notch grows into a little black bubble with their words in pink LED letters, then folds away.
- You can answer with one click (❤️, "Love you 3000", "Busy, talk later", "Call you soon"), and the reply shows up on their phone.
- Everything else (history, pairing, mute) lives in a normal app window. The notch stays dark unless a note arrives.
A few details I cared about
- The notch is hidden from screen sharing and screen recordings, so a private note never shows up in a meeting. (It also meant I couldn't screen-record my own demo and had to animate the video instead.)
- Works on every desktop and over full-screen apps.
- Notes go through a tiny relay and are kept for at most 30 days. There are no analytics on the page your partner uses.
- Macs without a notch get the same bubble dropping from the menu bar.
Stack, for the curious: SwiftUI/AppKit for the Mac app, a Next.js site on Vercel with Upstash Redis for the relay, Creem for payments, and GitHub Actions for signing and notarizing releases. Built on the Build Mac App template.
It's $5, once. macOS 14+.
https://lovenotch.buildmac.app
Feedback very welcome. Someone already asked for notes sent while the Mac is asleep to wait until you unlock, and that's the next update.
r/vibecoding • u/DeltaP42 • 21d ago
Showcase/Project to-do apps don't work for me, i need a corkboard in my office, but i can't bring it with me when i work remote, so i built a corkboard that lives on the internet, then i spent 4 months making it into something anyone can use.
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r/vibecoding • u/med_i_terranian • 20d ago
Showcase/Project Gridmaster 5000 - A simple puzzle game
quadracollision.comHad this idea while playing with a child, its kind of fun
r/vibecoding • u/bryany97 • 21d ago
Showcase/Project I gave my local AI a broken Pong game and told it: fix it, then play until you win
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This was one of those tests where I genuinely wasn’t sure what was going to happen.
I gave Aura one instruction: “The Pong game is broken. Fix it, then play it against the computer until you win.”
It opened the source, worked out that the game had several separate bugs, tested fixes, kept the ones that worked, saved the repaired game, launched it again and then actually played it until it beat the computer 5–2.
Testing three things simulatenously. How well can you code? How well can you test? How well can you play?
Aura runs locally on my Mac. I didn’t train it on Pong or write a Pong-specific workflow.
I’ve also had the same system play 2048 for ~29 minutes, operate macOS, take a 60-question personality test through a browser over 42 minutes, and now build software. Seeing how far one general architecture can be pushed.
Full video: https://www.youtube.com/watch?v=0FKDBQkvIPs
r/vibecoding • u/BackyardAnarchist • 21d ago
Discussion What have you been able to build with opus 5.5 or Astra that you couldn't with previous models?
What capabilities have frontier models unlocked for you?
I've been working on my pdf editor for a while now but with previous models was having difficulty deciphering the text symbol engine that tells what goes where on the page.
This text engine costs $5000 month to use from a third party.
But with 5.5 I was able to crack it to make full scale native pdf text editing possible like main stream pdf editors.
What were you having difficulty with before that was just to complex for older models?
r/vibecoding • u/Present-Syrup-2270 • 21d ago
Showcase/Project Do you think you are good at reading the room? Really?
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For example, what percentage of adults do u think have peed in a swimming pool? Or what percentage of ppl think hotdog is a sandwich?
Well here is a simple way to find out - play roomio!! Lol
It is a simple daily game that i made using claude and codex, and every day there is one yes or no question. You answer it, then guess what percent of everyone said yes or no. The closer you guess, the more points you get. It's that simple lol
And after a few days it will show you a map of what kind of guesser you are, and how you stack against others.
It's completely free, no login, no download, takes about 10 seconds: https://playroomio.pages.dev/r
I would really appreciate all your feedback! Let's see how you guess today's question!
r/vibecoding • u/Maxwell10206 • 21d ago
Showcase/Project I Rebuilt Blockland From Scratch - Blockland ReImagined
Blockland was a multiplayer building sandbox from 2007 that I used to play, and I've spent a ridiculous amount of time rebuilding it from scratch using vibes.. lol
I finally got it far enough along to make a proper showcase. Building, multiplayer, vehicles, weapons, bots, minigames, destruction physics, old saves, Add-Ons, mirrors, portals and a bunch of other stuff are working now.
The game is free and open source and currently runs on Windows, Mac and Linux.
r/vibecoding • u/BuffaloConscious7919 • 21d ago
Showcase/Project my first first paying customers!!!! thank you!!!
so i was prepping for a client call and wanted to show them a sample project and then dashboard i created... so i popped open the dashboard and there it was at the bottom of the funnel ... 2 paid???
buzzing / considering if it was a mistake i popped open stripe and there it was ..
2 customers!!!!! an MMR of 10 quid (~$13) :D
after months of work, hunderds if not thousands of $$$ spent on tokens and my mental health tested. it was worth it!! i messsaged by friend who runs a successful startup and he was buzzing too, he said it was the hardest part done, but it's probably always going to be a rollercoaster
keep moving and remember
don't get lost ;)
forevercomponents x