Viking Wars Game
Vibe coded multiplayer game
Vikingwars
How it started
I wanted to control one of the vikings in starcraft2, I started this project with a starcraft2 asset exporter/converter add-on in blender. At the time opus-4.5 was so promising i thought it would do the job. It did, but kind of. Some of the features eg. team colors emissive textures did not really come through. But I was satisfied because i had the model with textures and animations. \
Initial implementation
I went ahead and implemented a threejs version in which we used to fly like a real airplane. I didn't like it but i could not make authentic sc2 movement patterns work for a FPS setup either. Missile locking guidence and mechanics were fine and i was kind of playing it.
Babylon.js rewrite
What made me abandon initial three.js implementation and go for babylon.js was this; some of the FPS flying controls were not getting right no matter how much I iterate, I used to have right left swap when player primitive made some amount of rotation. Second unsolved issue was multiplayer backend, I could never make the sync go past like 1fps. Then I said "screw this, player controls and multiplayer are wheels, lets not reinvent the wheel."