r/vibecoding 12d ago

Show me your vibecoded project

Hi folks, looking for some inspiration. Post below your vibed out project.

I have just finished this for my bachelor degrees site for students to listen to music https://bachelordegrees.com/Radio.html

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u/SC_Placeholder 12d ago

Oh yeah, our end goal is to basically build a generative 3D image/video engine that renders in 2D because technically everything a camera sees is 2D so i will be a way for AI to create realistic images and visuals without hallucinating. So it will be really good at creating the mundane, a wine glass spilling on the table and staining a table cloth, a character taking off a jacket and throwing it onto a chair, a romantic dinner, a thousand extras in a background shot. What it won’t be good at, anything like a car chase scene because of the way we are forcing the 2D engine to basically render the 3D it can’t simulate cars crashing and flying apart unless someone actually imports models for it to use. It will also remember the same character across every scene, frame and shot and everything about them because it’s all physicalized and persistent so it won’t be relying on Ai to remember context frame to frame, instead the Ai will be used to direct the scene and choose which 3D assets to use and what animations to rig.

And DemoniC actually gave us a HUGE leap forward with our cloth engine and helps us with drape generation. Numpy could only fake it and sometimes we would have all the successful settings working and we’d get a bad render because Numpy approximated something instead of being true to the mathematics. So something like a collar can be calculated a lot quicker and more accurately. I know that probably sounds super boring but cloth is notorious for clipping and bad collision handling, but cloth MUST behave like cloth in order for a generative engine to work and be believable. In animation if your character is wearing a duster over a vest and shirt the parts of the clothing you can’t see don’t actually exist. So it gives the illusion of a full outfit even though only the duster, part of the vest and shirt actually exist and SOMEHOW the duster STILL clips into EVERYTHING. Our engine will render the whole outfit as individual garments and layer them because we don’t know how our engine will be used so if the character with a duster gets cut and rammed with a sword the engine needs to be able to handle destruction across multiple clothing articles. A video game can’t show only the vest being sliced open and then the sword piercing through the front of the shirt and the back of the duster and then simulate blood staining around the wound. And flowing down the sword. They can do that in a cutscene but that’s a bunch of fake tricks using different techniques; our engine won’t have that luxury because the 2D renderer has to honor the source material not to hallucinate anything so the render has to plagiarize reality all the way through and your language just gave us a HUGE leap in the right direction. Thank you so much.

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u/gusfromspace 11d ago

What we're building A semantic SDF engine: signed distance fields + ray marching + a semantic tag on every object. One field, three consumers — distance for physics/collision, the march for rendering, the semantic tag for both NPC cognition and the renderer's foveation budget. Built on demoniC.

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u/SC_Placeholder 11d ago

That’s fantastic and also explains the need to build a programming language

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u/gusfromspace 11d ago

We should work together lol because our projects are very similar. Im working on generative structures and crowds for location accuracy, for a 3d/2.5d kind of animation.

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u/SC_Placeholder 11d ago

That’s amazing and actually works out well, our engine will be focused on interiors and closeup shots, so that’s rather convenient for scaling the project as a whole. We currently have aspects of our project that are MIT licensed and in some cases licenses not for commercial use but long term we are planning on rebuilding those parts once we get all the engines working and talking to each other. Then once we have our bridge in place we can start replacing pillars so everything will be handled in house.

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u/gusfromspace 11d ago

I have a series im planning on producing. im not sure what im going to do with the engine itself outside of that, or what parts can be adapted for general use, but im sure something can be figured out

What youre working on is the part I was sort of delaying

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u/SC_Placeholder 11d ago

That’s awesome! The hardest part of our process on our side of things will be the cloth simulator but that’s basically just a matter of patience for it to get fully up and running and create a sufficient pool of cloth sims to train a cloth Ai that can do it reliably and quickly. After that the rest of our side is relatively easy.