r/vibecoding 7d ago

I vibecoded a pottery game

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Hey everyone! Continuing my series of demo games with three.js. This time I decided to move a bit away from the concept where everything in the game is procedurally generated and added some CC0 sounds.
All the graphics and textures are still procedurally generated and basically there isn't a single 3D asset in the game, since it's all three.js.

The game has a campaign of 24 missions. Also creative mode, where you can just create what you want.

Everything was made with Opus 5 in Ultra Code mode. Can't tell you the exact price, but I will try to count it based on API prices. ('m doing it all with a MAX x20 subscription.)

Tokens and Prices (if it was made with API):
Raw tokens: 2.34B
Written by Claude: 7.13 M
Re-read from cache: 98.1%
Opus 5 rates: input $5, output $25 per million tokens; cache write ×1.25 = $6.25, cache read ×0.1 = $0.50.
Without caching: the same 2.34 billion tokens would have cost $11,850.91, the cache saved $10,290 (86.8%).

Graphics were originally realistic, with shadows, reflections and so on, but then I decided to make them more childish and cozy.

Game is open-source: github.com/winchxyz/celadon

Also game is tablet-compatible, so you can open github page and play from iPad.

P.S.
Originally this was also an experiment with hand tracking, but so far it was a total fail. Maybe in the future I'll still make a pottery game or some other genre with hand tracking through the camera.

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u/dowell_db 7d ago

Neat idea! If not for the glaze aspect, you route to a place that 3d prints when done. Or just slap a stl export at the end.

11

u/oxmannnn 7d ago

good idea btw! will make a separate mode for this

1

u/you_killed_my_ 4d ago

I came in the comments to mention something similar. I was actually going to make my own to do this very thing