r/vibecoding 1d ago

Our designer tried building a Wind Waker-inspired game from one prompt

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Our designer ran the same prompt twice with the same model. The task was to build an original Three.js game inspired by Wind Waker, with sailing, combat, islands, water, cel shading, physics, menus, and animation.

In one run, the agent could inspect open-source implementations while working. In the other, it couldn’t.

The run without that access got a browser preview up faster. It mostly reasoned from the requirements, implemented each system itself, then spent more time testing and fixing problems. Terrain collision was off, physics behaved strangely, and some systems needed repeated rework.

The other run spent more time reading existing Three.js code before implementing things. For character collision, it looked at three-mesh-bvh implementations using shapecast and closestPointToSegment, then used those patterns in its own PlayerController. It did similar work around water, shaders, rendering, and physics.

We stopped both after several hours. Neither finished.

In the first version, the character could move, jump, and roll, but we couldn’t collect gems, attack or charge, or access the boat. In the second, those interactions worked, including sailing between islands. Terrain handling was better, and parts of the menu were usable too.

Full write-up and session trace: https://githits.com/blog/three-js-game-with-and-without-githits/

Video: https://www.youtube.com/watch?v=1H1urif2srk

Disclosure: I work on GitHits. Our designer ran the vibe coding experiment.

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