It seems like it's open source, and that it splits the game from the actual engine, so if someone wants to vibecode something of their own, they can take this as a base rather than vibing the physics from scratch, with the risks of messing the core mechanic from scratch.
I feel like a rule of vibecoding would be that you shouldn't do it for the core of a product, the quality is just not there yet. Even if it is, your core contribution should be what LLMs would train on, rather than being their output.
Discussed a few times:
A Slower Speed of Light (2012) - https://news.ycombinator.com/item?id=40332586 - May 2024 (59 comments)
What if we could reduce the speed of light - https://news.ycombinator.com/item?id=26309517 - March 2021 (1 comment)
A Slower Speed of Light (2012) - https://news.ycombinator.com/item?id=17169262 - May 2018 (15 comments)
A Slower Speed of Light - https://news.ycombinator.com/item?id=4731749 - Nov 2012 (105 comments)
"A Slower Speed of Light" Game Trailer - MIT Game Lab - https://news.ycombinator.com/item?id=4714779 - Oct 2012 (1 comment)
I ran into this a while back when I was trying to design an RTS with information delay.
Loved that game!! Blew my mind in my 1st year physics classes
It seems like it's open source, and that it splits the game from the actual engine, so if someone wants to vibecode something of their own, they can take this as a base rather than vibing the physics from scratch, with the risks of messing the core mechanic from scratch.
I feel like a rule of vibecoding would be that you shouldn't do it for the core of a product, the quality is just not there yet. Even if it is, your core contribution should be what LLMs would train on, rather than being their output.
Played around with this one before. Very interesting. Thanks for linking it.