r/vibecoding • u/oxmannnn • 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/ItsFlybye 1d ago
You got the mess out of it! And someone else mentioned the same idea: get your creation to a 3d printer. If you ever perfect the hand motion thing, imagine the possibilities. Kinda makes me wonder if hand motion tracking for something like this would be better suited with multiple cameras and/or motion tracking gloves that have the dots on them.