How I AIVibe coding a 3D multiplayer game in 15 minutes—with no game dev experience | Cody De Arkland
At a glance
WHAT IT’S REALLY ABOUT
Vibe coding a 3D multiplayer flight game using AI tools fast
- Cody walks through how he starts with a blank Vite/React project and uses Claude Code (plus tools like Cursor/Windsurf) as “junior developers” to scaffold a Three.js flight simulator from a short prompt.
- They show the reality of AI-assisted building: rapid progress to a fun v0, followed by iterative debugging for camera orientation, inverted controls, and unintended features the model adds.
- Cody explains how he chooses technologies (ask the LLM, then validate via Google/docs, then feed findings back) and how that mirrors building production apps: broad concept → feature-by-feature iteration.
- They also prototype multiplayer quickly with a simple server + WebSockets/Socket tooling, emphasizing speed/velocity while acknowledging the need for resets, constraints, and tighter scoped prompts when the AI goes off track.
IDEAS WORTH REMEMBERING
5 ideasStart broad, then iterate feature-by-feature.
Cody avoids overly detailed “one-shot” specs; he prompts for a workable v0 first, then refines discrete parts (controls, camera position, art style, environment) in successive passes.
Use the LLM to pick tech, then verify externally.
He asks AI which browser-game technologies make sense (e.g., Three.js, WebSockets), then does traditional research (docs/Google) and feeds the findings back to the model for implementation.
Treat AI tools like junior devs with parallel tasks.
Cody keeps multiple AI coding environments open and can run “dueling” Claude instances—one fixing frontend gameplay while another scaffolds backend multiplayer—to compress time-to-prototype.
Expect “two steps forward, one step back.”
The demo surfaces common failure modes: reversed controls, misinterpreted camera direction, UI shifted off-screen, and extra features added without request—yet the net progress is still faster than manual building.
3D assets require explicit orientation and “forward” definitions.
Imported models (glTF/GLB from places like Sketchfab) may load sideways or rotated; you must specify what “nose/forward” means and apply consistent transforms you can reuse for additional ships.
WORDS WORTH SAVING
5 quotesI tend to look at the different tools as like little junior developers who are helping me work on different things.
— Cody De Arkland
I try to stay pretty wide… what’s the broad strokes… then I can tweak the individual parts as I go.
— Cody De Arkland
You wrote, like, 27 words into this prompt, and now you have a video game?
— Claire Vo
This is a good example… things don’t always work the way we expect.
— Cody De Arkland
Hey, we’ve been wrong for a while. Can we take a fresh look at this problem? Here are the main requirements…
— Cody De Arkland
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