Cody blocked me mid-response (and i can't locate him on dc) so here's what i think about his late rant on vibe coding (and me)
ThreeJS is the most flexible and stable 3D library we have for the web and its ridiculous that a contributor is mad that people like me are using it. I am literally an unpaid giant threejs ad billboard and do it 1000% because i love it.
I get it, a controversial character like me isn't for everyone, especially not in tech where circle jerks seem to be the standard, that's fine. But people see themselves as super smart cause they write low level graphics shaders and dismiss high level work i do as "retarded vibe coders".
Just two years ago, anyone who decided to build ANY useful editor in ThreeJS had to build so much, they literally had to monetize it. Entire startups were built and raised money cause they brought existing 3D tech to the web with three.
I open source 99% of what i do and arguably some of it has never been done on the web. I intentionally leave it as MVPs for two reasons:
1. Go walk the damn last mile yourself, i'm not running a free labor charity for anyone's attempt to grab VC money
2. I am, as stated repeatedly, still in the phase of exploring the full domain of 3D/gaming. If i spent a year on polishing my first 3D project i'd still be building an ECS game engine editor and would have no idea how to do animations, level authoring, human topology, vfx, and much more.
So, some are good at writing shaders, i am good at onboarding new talent to the technology itself
Deal with it.
My original reply to him:
what specifically is using your work? if you're talking about threejs contributions, you made them under the assumption of handing them to the public domain under a OSS license
same for the r3f, drei work
but also, most of those have reasonable defaults which i do not use as they are often problematic under load.
R3F to this day has an onclick handler that still triggers even if the cursor's position on pointerdown/up differ significantly (screen space as well as world space). This is something i continuously have to patch by prompting around it
When it comes to WGPU postprocessing, basically none of the default TSL nodes / threejs examples are used in my demos, as they either look too basic or, again, aren't optimized
e.g the motion blur in my demos uses a completely different kernel and implementation than the threejs demo does
the sky shaders and clouds for example were done by referencing research papers and game examples, they do not use anything publicly shown on threejs
what is it? That i'm using the buffergeometry class from three?
People see my 5FPS demos and think i wouldn't know how to improve it, when actually i am likely often hitting performance cases very few, if any, people have ever had to deal with on the web before and you damn right i'm vibing to fix it