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Posted by imagiro 1/8/2026

I'm making a game engine based on dynamic signed distance fields (SDFs) [video](www.youtube.com)
451 points | 78 commentspage 3
KolmogorovComp 1/12/2026|
Really nice video. I wonder how these "sandbox" worlds with transformations can be done will be efficiently stored.
EonOrange 1/12/2026||
Will the project be open source?
matt3210 1/11/2026||
Dang! Very nice!
doctorpangloss 1/12/2026||
how does this compare to MudBun?
andybak 1/12/2026|
Mudbun renders using raymarching - the video explains why he has avoided doing this.
Keyframe 1/11/2026||
really cool! CSG: The Game!
darubedarob 1/11/2026||
[dead]
andrewstuart 1/12/2026||
There’s game developers who develop games.

And there’s game developers who develop game engines thinking they are developing games.

21asdffdsa12 1/12/2026|
Nothing wrong with that - Engine developers often have "defining" titles - aka tech demos they work on to push the field
mikkupikku 1/12/2026||
Townscaper is a nice one like this; it has very few features or gameplay, just a sandbox tech demo for a very cool take on model synthesis / "wave function collapse" on an irregular grid. The game is mostly carried by the novelty of this mechanic (and also the pleasant art.)
vivzkestrel 1/12/2026|
stupid question to anyone reading this: not a gamedev, not even by a long shot but i had to ask

- with the advent of all the AI tools, is it actually possible to vibe code a 3D FPS shooter from scratch like if you wrote a 2000 page prompt, can it actually be done?

ehnto 1/12/2026||
A big challenge of game dev is the asynchronous nature of all the requirements, and that the game will develop its direction continuously throughout dev. That is to say you don't know what assets etc you need until you've developed the part of the game that generates that requirement. I find it hard to imagine even a 2000 page pre-planning could capture that process.

You could try planning ahead and restricting assets to an asset library, that could fix some of that problem. But having used coding agents for complex software work, and games being one of the most complex software tasks in the industry, I just don't see it happening quite that easily.

I also think the outcome would be shit, pure and simple. The development of a game is usually the stylistic input of dozens to thousands of humans over the course of years. They are not trivial pursuits. There's a lot of variance in there, but generally speaking I expect this to be one of the final frontiers for AI development. There's not heaps of training data since game code is usually proprietary, which doesn't help.

vivzkestrel 1/12/2026||
out of curiosity, i want to experiment creating a third person shooter from scratch with vibe coding (yes third person, i wrote FPS above by mistake). think of a proper military game with actual uniforms, movements like walk, crouch, jump, take cover etc. and being able to fire bullets, ballistics, grenades, explosions etc. what do you think is the process to vibe code something like this. obviously i ll need to give it models or assets for characters, map locations etc. how does this sorta thing work?
bschwindHN 1/12/2026|||
I would recommend _not_ vibe coding it if it's a game you actually want to see become real, and instead pick up Godot or Unreal or Unity.

I'm sure an LLM could output something or other that resembles a vague concept of a game but you're not going to prompt your way into something that's actually fun for a human to play.

ehnto 1/15/2026||||
I think the best approach right now would still be to pick a game engine, and start learning it, in this case with heavy assistance from LLMs. Unity will have the most training data in it for this approach. There is actually a lot of game development that happens outside of code, and in the editor. So having coding done for you can only help so much anyway.
socalgal2 1/12/2026|||
I don't think you can describe all of that in an HN comment. There are lots of videos of people vibe coding games though.
nmfisher 1/12/2026|||
Probably, yes. But it's not 1997 any more, you can "code" a vanilla FPS in Unity in 15 minutes too. Games are more about artwork and design, which agents aren't great at (yet).
protocolture 1/12/2026|||
You can pretty much drag and drop a working FPS in unity.

But I have half vibed an FPS in Pygame so its 100% viable (Mine is First and Person, and has motion, but its more of a flight simulator. I am sure the rest of the features would be piss easy)

meheleventyone 1/12/2026|||
Depends on what you mean really. In the context of making a game people would actually want to play, no.
MattRix 1/12/2026|||
I mean you can download a free sample project for Unity or Unreal and have a 3D FPS Shooter even without AI. If you want to make one from scratch using AI, you’ll still need to provide some kind of art…

With that said, yeah Claude Code CAN build one, but for action games a big part of them comes down to “game feel”, something that can’t be captured in a screenshot. You really need to have taste and the ability to describe what isn’t working and why.

lifeformed 1/12/2026|||
Not a good one.
ttawehed 1/12/2026||
Elon Musk is working on this(XAi)