Promised to ship before the movie so...
π
53 days
π€ 731 vibe coded commits
β‘οΈ Powered by
@threejs
π Inspired by a space plumber
πββοΈ AMA, no secrets, no shame
High level, grouped list of what's in this game:
Galaxy DNA
- Lumas
- Star Bits
- Spin attack with air boost ground-cancel
- Galaxy gravity
- Octoombas
- Gateway Galaxy music track
Vibe Coding Process
- Claude Code (Opus) for ~95% of all code
- CLAUDE.md project instructions file (163 lines of rules constraints)
- 87 implementation plans written before coding
- 36 AI code reviews (ECS, architecture, performance)
- 11 retrospectives after major features
- 60 extracted skills (reusable knowledge from debugging sessions)
- Constraints doc that grows every time something breaks (115 lines)
- /lets-build workflow: discovery β plan β review β implement β verify
- Every feature: plan first, review the plan, then build in atomic commits
- Custom level construction CLI (AI-assisted placement)
- this evolved over 53 days
Architecture
- Custom ECS engine (Structure-of-Arrays, zero-alloc hot paths)
- Benchmarks faster than bitECS on packed iteration
- 117 ECS systems orchestrated in explicit update order
- Data-oriented Process system (sequential/parallel composition)
- 30 process types: UI animations, camera arcs, sfx
Rendering
- Three.js Pixi.js sharing one WebGL2 context
- Three renders 3D, Pixi renders UI β no extra canvases
- Half-res bloom, color grading, occlusion silhouettes
- Fresnel rim lighting hemisphere ambient for Galaxy-style polish
Physics
- Rapier3D WASM physics (SIMD build)
- Kinematic character controllers for player all enemies
Gravity
- Galaxy-style gravity fields (walk around surfaces)
- 4 gravity field types
- Priority-based gravity resolution with distance tiebreakers
- Convex hull letter platforms with per-face gravity
- Spring-damped gravity transitions
Shadows
- Multi-pass gravity-aware shadow system
- Per-instance shadow filtering via vertex shader attributes
- InstancedMesh candidates promoted across gravity fields
- Dynamic frustum sized from camera FOV each frame
Camera
- camera system with 12 critically damped springs
- Follow-gravity mode (trailing orbit in tangent plane)
- Fixed-up mode (screen stays level on letter platforms)
- Top-down mode (Galaxy overhead cam, roll-free quaternion)
- Camera collision via 4-direction spherecast repulsion
- Override blend system for boss fights pipe travel
- Catmull-Rom spline intro flythrough with per-waypoint duration
Space
- Procedural space nebula (simplex noise shader, 3 octaves)
- 1,800 seeded stars with per-star brightness color variety
- Galaxy-authentic palette across all screens
Enemies
- 5 enemy types with full AI state machines
- Goomba, Koopa, Spiny, Bob-omb, Octoomba
- 3D distance β FOV cone β LOS raycast detection pipeline
- Editor-placed OBB avoidance zones with deflection hysteresis
- Recoil, stun, shell, fuse, and ranged attack behaviors
Boss Fight
- Bowser Jr. boss fight
- Multi-phase combat with Bob-omb spawning
- Controlled intro/outro sequence
Mario
- Galaxy-style spin attack
- Rainbow diamond particle burst (InstancedMesh, 64 pool)
- Hit-stop with global time scale freeze camera shake
- Air boost, ground-cancel, shell kick at extended range
- Invulnerability frames during active spin
Yoshi
- mount/ride system with shield HP
- 3 extra HP ring on mount, damage depletes shield first
- Overflow damage carries to Mario
- Forced dismount on shield break with poof effect
Objects
- Coin system with InstancedMesh rendering (256 max)
- Per-instance opacity via shader patching
- Pop β float β shrink β fade collection animation
- Swap-and-pop O(1) entity removal
- Star bit burst spawning with attraction system
- Pipe warp travel with camera override blend
- Parallel-transported screen-right vector during crossfade
- Shadow field updates for traveling entities
- trampoline
- 3D assets from Hello Mario Framework (now archived) and game rips
Audio
- 17 wired sound effects with spatial audio
- Bob-omb fuse sound: per-entity lifecycle, looping playback tracking
- Distance-based volume for poof and explosion effects
UI
- Odyssey-style ring HP meter with shield inner ring
- Number roll arc lerp stagger on health changes
- Gold coin counter HUD
- Loading screen with code-split fast first paint
- Pretext layout flow in "legal" screen with retro Mario
Controls
- Mobile touch controls: virtual joystick A/B buttons
- Proportional analog stick with walk/run speed switching
- Gamepad support: Xbox, PlayStation, Switch Pro
- Dead zones, auto-reconnect, synthetic DOM key bridge
Dev Tooling
- experimental CLI level construction tool with undo history
- 18 placement types with type-safe defaults
- Atomic file writes, auto-backup (max 20), live reload
- Dev server auto-save plugin for visual editor
- Two-panel debug editor (Tweakpane)
- Hierarchy inspector with gravity field live editing
- Translation/rotation gizmos with gravity-relative local space
- Per-waypoint camera preview for intro spline tuning
731 commits. 53 days. 95% vibe coded.