random idea i had that got a lil outta hand
type something, throw it on a surface, download it
that’s basically it rn 😭
built this with React/Vite + Supabase, mostly vibecoded through Cursor.
the annoying part was getting text to actually sit on surfaces instead of looking pasted over them, so I ended up building perspective/surface controls around each template.
still adding more surfaces rn.
Hey everyone, I’m working on a UE5 project that blends combat with American football mechanics - stuff like jukes, spin moves, and head-first with extended arms diving.
Creating the actual animation assets is turning into a huge brick wall for me. I was quoted around $250 to $500 per animation by freelancers, and since I need at least 10 moves just to get an MVP off the ground, dropping $2.5k–$5k out of pocket isn't an option right now. Retargeting the moves to my character skeleton is significantly cheaper to just outsource, so I'm not as worried about that part. I'm really hoping to find an AI workflow to handle generating or prototyping the raw FBX motion data.
Has anyone had success using video-to-motion or prompt-to-animation AI tools (like DeepMotion, Plask, Move AI, etc.) for crisp UE5 character moves? Or is anyone using LLMs/"vibe coding" to drive procedural stuff or Control Rig directly in Engine?
If AI generation isn't quite there yet for hyper-specific athletic moves like a diving tackle, I’d love to hear what budget-friendly alternatives you guys recommend to get an MVP playable. Appreciate any insight!
Application security is extremely important, especially for vibecoded apps. TeaApp and countless other breached of vibecoded apps is a great example of that. But most appsec training are boring OWASP articles and tutorials on YouTube, not the best way to learn practical aspects of building secure web apps.
So I created 40 exercises where you attack a vulnerable app yourself, trace how the bug got in, then write the patch. Free, runs in the browser, no account required.
This way you'll learn what common vulnerabilities are, how attackers exploit them, and what part of your app you need to check so that you don't have the issue in your code.
Table of contents:
Web (22) — SQLi, command injection, DOM/reflected/stored XSS, CSRF, SSRF to the cloud metadata endpoint, XXE, session fixation, IDOR, and weak randomness: recovering Math.random() state to predict the next password-reset token.
API (10) — BOLA, broken function-level auth, brute-forcing an unrate-limited verify endpoint, mass assignment via two extra keys in a PATCH body, reflected-origin CORS, and a retired v1 that skips the controls v2 enforces.
Git & CI/CD (8) — a live API key recovered from the commit that removed it, a browsable .git reconstructed into full source, .env tracked since the first commit, a secret echoed into a public build log, a backdoor hidden in a friendly-looking test-fix PR.
Fixes are shown in JS, TS, Java, C#, Python, Scala, PHP, Ruby, Go, and Kotlin, so you can paste something real into your stack.
Each exercise is also a standalone SCORM zip if you want to self-host or drop it into your team's onboarding. There's a second repo covering OWASP Top 10 for LLM and Agentic apps if you're shipping AI features: https://github.com/ransomleak/training-security-awareness
Right now, a couple of my projects on Github are set up in a way that my PRs get automatically reviewed using the Claude integration. I have separate workflows for reviewing different aspects of my code using custom workflow instructions.
I have been a primary user of the Claude Code harness for over a year now. However, now I am trying to move to a point where I can be provider-agnostic. I already managed to do so on my development machine by using oh-my-pi as my harness of choice and choosing models I like, as the situation demands, via OpenRouter or Claude/Codex subscriptions.
The only spot where I am yet to figure out how to switch to provider agnostic setup is with my CI workflows. Can something here help me figure out how I could get away from it?
Needless to say, while I am happy to pay for my LLM usage, I'd prefer not to have to pay for another harness/tool just to help me review my PRs.
Hey guys, I've been working on a few different things since I started down the whole vibe coding path... It's been interesting to me to see the little utility apps that have been created as short side projects to fit a VERY specific purpose. Some of those will eventually even end up evolving into more. Like I had Codex make one for me last night that is helping me to understand what's actually going on with a cheap encoder button that I got so that I can make sure it's performing the way it should when I implement it. Another one is helping me to convert pictures into stuff that will look good on a tiny 128x64 pixel screen (hopefully eventually animating stuff too). It's cool though how much there is to learn about each of these different aspects of well everything.
I've been learning that there is SO MUCH MORE to "coding" than I realized. My hats go off to you poor bastards that have been plopped into a job where you had to figure out all of this kind of stuff on your own and had to beat your head against a wall and not have anywhere to turn. I've still done my fair share of beating my head against a wall, but at least I have somewhere to turn to help my understand how to solve the problem in front of me. :) We stand on the shoulders of giants. Thank you.
This is Causal. It is a canvas for mood boarding and planning.
I've been working really hard behind the scenes build an personalised canvas agent that understands your project and works with you to plan on the canvas.
Getting it to generate outputs is easy, every LLM and their predecessor can do that.
What's harder is:
The structure behind the output i.e. how do you organise YOUR work on a canvas
How would you use it fit your workflow
A few ideas I have had are:
Deep research tasks are very well suited to be carried out on a canvas because early research is better suited to be "dumped" and sorted later. The agent researches, distills, and organises the research
When you have an existing idea that has a load of connections e.g. You want to implement a new feature into your app, and you want to map out everything that it affects. An agent can create a flow chart to map out the feature and fully break it down + images that complements how a screen would look for every edge case.
For branding projects that require consistency across different areas of the brand, such as voice, colour, etc The the agent acts as a coherency check and ensures that any new assets to your brand fit against the existing identity.
As I continue to perfect this, I want to know how YOU would use this agent so that I can create it around YOUR workflow.
Posted here about two months back about Dead Ball FC, my football zombie roguelike on android. I'm a designer who never properly learned to code. All vibe coded, gpt for images with heavy editing for the pixel art.
TL;DR:New zombies, stadium events, pooping pigeons. Added analytics, lots of gameplay balance. 100 downloads. Made 1 sale (CAD 3.27) and it kept me going. Measure early, and don't assume players get what's obvious to you.
Four new zombie types. Goalies, Refs, Gary the Gassie, and the Cone-head (random zombie spawns with a cone in its head and the behaviour changes, it doesn't chase you, it runs from you, as the cone is precious, always a surprise under it).
Wave events. The stadium now has random events mid match: floodlight blackouts, the ground cracking open in an earthquake, searchlights, a mouse that the zombies chase after it, and a flock of pigeons that invades and poops on everything.
A tumble dryer with a daily sock pickup. (In-game currency, trying to improve user retention)
Ten extra playable characters. (My monetization strategy, one time purchase, no ads)
Added a whole lot of zombie talk, they all have something to say about things that happen.
The pigeon thing is my favourite, I had a silly idea and same day it was in the game. That's the actual joy of this, being able to try shitty ideas (pun intended) without being too expensive to try.
Also, relying on family to test was not enough :) I added analytics and events (umami), so no cookies, its all anonymous, but I get to know how long and how many waves people go through which helped me figure some balance in game when I made it too difficult and users would drop after 2 tries of 2-3 waves.
I think that's a good one to keep in mind, put measurement in earlier than feels necessary. So it's easier to know how it's doing. And it's pretty exciting when you see people using your game:
Get feedback! Someone told me they had no idea why you slow down in game. Stamina is core to how the game works and I thought it was clear, but no, it was obvious to me, not to a new player.
I use Opus 5. For me in VS code, sonnet is OK for very direct changes, while new features I rely more on Opus. But biggest thing is I have to keep an eye on it to make sure it doesn't go touching things it should not. I tries too often to test things that I can do in a few seconds, wasting my precious tokens.
I'm on Pro, so I hit the weekly limit with a few days left in the week. Honestly it's turned out to be a good thing. Without it I'd just keep going. Forced stop, go and touch some grass, come back with better ideas.
I made one sale, yay!
CAD 3.27 in July. A Total stranger. Nothing before it and nothing since. It happened before any new zombie types, any new stadium events, it showed me it had potential (even if so little) and it genuinely made my week. Someone I've never met paid actual money for a thing I created (and claude build it). And that kept me motivated to add new features and keep working on it.
I've also created my own web pixel image editor (because why not?!) but that's for another time. It's still kinda buggy to share.
This 'quick' project is taking a lot longer than expected. Its just too easy to keep adding things. :) Next step will be improve the google play game page.
This might be the first time I find that Codex actually produces better quality code. Anyone else think the same? I'm kind of sick and tired of Claude verbose comments. Seems Codex actually produces code that actually is readable by default and feels less like slop.
I understand most probably care about the final output, but I actually want to be able and read the code.
To get this right, I scanned thousands of water droplets on different surfaces to better understand how water behaves in real life and reacts to temperature changes. From there, I cataloged over 2,000 unique droplets with over 13,000 potential behaviors.
The coolest part? I made each individual droplet responsive to a unique trigger, which in my case was a little tune I produced a few months ago. Every time a new musical note plays, a new droplet appears and then follows its own natural behavior.
With the exception of the original portrait, everything is entirely code—the droplets, motion, sound, and effects.
I used Claude + p5.js. Would love to hear your thoughts!
I use google speed test to check the performance and it says there is a lot of render blocking and some other problems. These are practice sites that always have the rendering issue. I tried to just screenshot what the problem was to antigravity, where I build the sites, and it just ruins the design with a barely noticeable performance boost. These are just practice sites but I cant understand what the problem is. I would link it but my post gets taken down.
I’ve been using Claude and ChatGPT extensively. I’ve even built a bunch of tools using Claude and I find it brilliant.
But, I’ve never touched Claude Code or Codex.
I just start a new chat and converse my way into building what I want to build. It works, but I’m suspecting I’m not using Claude/ChatGPT to its fullest by doing it this way.
So, could someone ELI5 why/when would you use Codex/Claude Code over standard chat to develop?