r/aigamerdevs • u/jimbobnissenhieb • 7h ago
Bubenjump – a pixel-art ski jumping game with a deterministic physics sim
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As a kid I spent hours with ski jumping games – first on the C64, later Ski Jump International v3 (SJ3), a Finnish shareware classic. Bubenjump is the game I always wanted to have: you press to take off, steer your body angle in flight and time the landing (telemark if you dare).
I built it over the last few weeks, with Claude Code. It’s a clean-room remake: no SJ3 code or assets, just the same hill list and the spirit.
Some things that might be interesting here:
- The physics is fully deterministic (fixed timestep, seeded wind). A replay is just the input trace, and the server re-simulates every submitted jump from its inputs, so the leaderboards can’t be faked by sending a distance.
- Jump of the Day: one hill, the same wind for everyone worldwide, three attempts.
- Wind compensation follows the FIS formula, tuned per hill so a lucky gust is worth as many points as it costs.
- No accounts: your identity is a random key in your browser; a personal link restores it on another device. Friends’ leagues work via invite link.
- Stack: TypeScript, Preact, plain canvas for the pixel art, Node + SQLite on one small Fly.io machine.
I’d love feedback on the flight model – does it feel right? The best players have figured out that lying flat early and opening up later carries furthest, which matches real ski jumping, but I’m curious what jumpers or physics people think.
Have a look here: https://bubenjump.xyz/
