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No gimmick, this one radicalized me. Kill all vibecoders. Trico deserves better than this.
The Last Guardian is running natively on PC
The project is still a work in progress, but the developer has already managed to get the game running from the title screen into gameplay, with working audio.
-Runs at 1080p with an unlocked frame rate.
-Gameplay reaches around 60–75 FPS on an RTX 4070 and Ryzen 5 9600X.
-Music, dialogue, Trico's sounds and footsteps are working.
-Uses Vulkan graphics support based on shadPS4 code.
-The developer built replacements for PS4 system libraries and recreated Sony's Ngs2 audio engine.
-Claude Opus helped write parts of the code under the developer's supervision.
The project isn't publicly available yet, but a release is planned once it's stable enough for others to use. You'll need your own copy of the game.
Is it vibecoded? retweeted
an even better machine to automate a menial task! it's called a guillotine.
yes
🚨 F.E.A.R. (XBOX 360) IS BEING RECOMPILED FOR PC! 👻🔥
🔫 The legendary horror FPS is getting a native Windows port, bringing the Xbox 360 edition's exclusive content to modern PCs!
✅ Native PC recompilation — no emulator!
✅ 4K resolution & high frame rates
✅ Improved controller aiming & PC textures
✅ Campaign & Instant Action running!
🎮 Also demonstrated running on Steam Deck!
⚠️ Work in progress! Requires your own Xbox 360 game files.
🛠️ By Juansolo457, using ReXGlue & fear-nx
🎮 Get the project here:
🔗github.com/Juansolo457/fear3…
🌐 Discover more PC ports, recompilations and fan projects:
🔗thegamingemporium.com
#FEAR #PCGaming #GamePreservation
no
🌐 DESCARGA POKÉMON WORLD FRONTIER 🌐
Fangame COMPLETO en el que revivirás el FRENTE de BATALLA.
🔶 9 retos distintos.
🔶 Toda la Pokédex, hasta gen 9.
🔶 Todas las mecánicas (Megas, Teras, Dinas, Z).
🔶 Entrenadores de toda la saga.
➡️ Descarga: skyfangames.blogspot.com/202…
Is it vibecoded? retweeted
following recent events:
partially vibe coded = wholly vibe coded
there is no acceptable use of AI in programming, art, graphic design, or anywhere else
Is it vibecoded? retweeted
>claude
kat no se merece este insulto
And just like that another PS4 PC 'port' is here! Gravity Rush Remastered...and it's quite good. Performance beating ShadPS4 by a bit...and its just an 11/10 game (vid in reply) #gaming #gamingnews #PS4 #playstation
Is it vibecoded? retweeted
completely unrelated to the ethical issues with AI, but it is so damn difficult to clean up AI-written code. Genuinely, sometimes, I refactor code not because its wrong, but because it doesn't look pretty. AI does not really understand code aesthetics
Is it vibecoded? retweeted
Voy a ser claro con una sola cosa; Estos ports que están saliendo ahora son solo por la primicia, si el chico supiera lo que está haciendo de verdad, no dejaría el port en este estado, literalmente no testeo nada y le pidió a gpt que hiciera todo.
Replying to @MetalHorse233
No lies detected. And congratulations on your work. This isn’t a criticism on you - it’s just a comment on the state of the world and tech right now.
Is it vibecoded? retweeted
Hey everyone 👋👋👋
I just wanted to tell you all to reach out to those you love and care for and talk to them because they may be in a battle with things they are not able to share.
Reaching out to someone can save lives.
yes
Today, we are launching the public beta of UtauDB. Please use the forums to share feedback, ask questions, etc.
utaudb.cc/
no
Nobody expects the surprise revival patch
Version 0.5.0 with basically every character fixed up and reworked
marcy4000.itch.io/pokemon-un…
Is it vibecoded? retweeted
Replying to @IrisShaders
b-but Iris, a Rust rewrite...! Using Claude...!! Stealing other people's optimizations and featu- I err,- mean, discovering optimizations themselves- Is the future!!
Not running Java. Not loading mods. Running entirely locally on Windows.
This is the future of Minecraft modding
Is it vibecoded? retweeted
We spent so much time working on thousands of seemingly insignificant details to make this game good.
We thought about how every leaf should move, how leaves affect each other, how light passes through them, how they scatter when the character lands... Sometimes we'd spend days on a single animation. There were nights when getting something to finally work kept us awake, and times when nothing went as planned and we deleted everything and started over in tears.
We probably spent over 1.000 hours playing our own game just to make the character feel both responsive and smooth.
Then we started letting people play Leafborn for the first time.
They didn't care about the leaves. They just said the game felt good. They didn't even notice most of the details we'd worked so hard on...
4 sec later, they started beating up robots and didn't stop until the game was over.
All those things we'd spent days working on didn't really matter to them.
That's when we realized that we could spend an entire week thinking about a single detail, and the player would experience it for a few seconds and move on.
I guess that's one of the hardest parts of game development. Something that matters so much to you can be just a few seconds of someone else's experience.




































