What vibesmith is
vibesmith is an editor + framework for building games that run on the web. It’s built on Three.js, React Three Fiber, and Vite, ships as a desktop app that opens project folders, and is designed from the ground up to be driven by AI coding assistants working alongside a human.
It’s pre-MVP. Read this page to decide whether to bet on it today, plan around it for later, or pick something else.
In one sentence
Section titled “In one sentence”A WebGL-first game-dev editor + content pipeline that assumes you have an AI coding assistant in the loop, with project files that are portable, human-readable, and AI-friendly.
What you get
Section titled “What you get”Open a project folder in the vibesmith desktop app and you get:
- A real editor. Three-panel layout (hierarchy, viewport, inspector) following the conventions established by mature game / 3D editors. Click-to-select, transform gizmos (W/E/R/F shortcuts), inspector field edits write back to the live scene, hierarchy + inspector poll the scene so external changes (game scripts, hot reload) stay visible. See Engine patterns for the translation guide from established engines to R3F.
- A typed project contract. Every project is a folder with
vibesmith.toml,scenes/,prefabs/,assets/,scripts/,scenarios/,agents/. Files are JSON / TypeScript / TOML — diff-friendly, AI-friendly, version-control-friendly. The binary reads + writes through a documented schema; no proprietary binary blobs. - A plugin model for game logic.
scripts/project.tscallsdefineGameScript({ id, onTick })and the binary runs your logic against the live Three.js scene every frame. See Writing a game script. - An AI-aware content pipeline. Director surfaces (scene, asset, narrative) sit on top of generators and critics — see Director pattern.
- Performance budgets + adaptive rendering. Tier 0/1/2 device matrix with auto-scaling render settings — see Performance budgets and Adaptive rendering.
- A predictable upgrade path. Customer-owned files vs framework-managed state are split deliberately; binary upgrades never silently rewrite your content. See Project upgrade model.
- An open, mirrored doc surface for AI. Every reference doc on
this site is also reachable via
llms.txt— the agent- discoverable manifest. Your AI assistant doesn’t have to guess.
Who this is for
Section titled “Who this is for”- Solo or small-team developers who want to ship a real WebGL game without owning a custom-engine project.
- Teams running AI-augmented workflows (Claude Code, Cursor, Codex, etc.). The methodology assumes an AI agent is doing meaningful work — the docs, the project contract, and the CLI surface are all shaped for it.
- Developers who pick web-first. If your target is a browser (and maybe a Tauri-wrapped desktop / mobile shell on top), vibesmith starts where you start.
What it isn’t
Section titled “What it isn’t”- Not a new rendering engine. vibesmith uses Three.js (via React Three Fiber) for rendering. We build the editor + methodology + content pipeline on top, not under.
- Not a no-code platform. Game logic is TypeScript inside
scripts/. The editor + AI assistant make the loop fast; they don’t remove code. - Not feature-complete. The framework is pre-MVP. Networking, physics, animation state machines, full asset pipelines — contracts exist; implementations land slice by slice. Don’t expect the breadth of a decades-old engine at this version.
- Not a substitute for native engines if your target is console builds or AAA-scale rendering. WebGL has hard limits (see WebGL constraints); if you need PS5 or HDR or 8K, pick a native engine.
- Not silent about AI. The methodology is AI-maximalist. If you don’t want AI in your dev loop, the framework still works but you’ll get less out of it than the cost of adoption.
How it fits next to what you already use
Section titled “How it fits next to what you already use”- Three.js — vibesmith uses it. Three is the rendering layer underneath everything you’ll see on screen.
- React + R3F — vibesmith uses them for the UI and the scene
tree. Your scenes are React components mounted inside the
binary’s
<Canvas>. - Vite — vibesmith uses it. Hot reload of your scripts + scenes works the way you’d expect.
- Established native engines (or web-first competitors). vibesmith is an alternative path, not a complement. See the comparisons FAQ for the substantive differences.
When to come back later instead
Section titled “When to come back later instead”- You’re shipping next month and need every feature today. vibesmith is pre-MVP — picking it commits you to filling in framework gaps as you hit them.
- You’re targeting native consoles or native mobile as a primary release. Pick a native engine. WebGL is vibesmith’s home.
- You’re allergic to AI-touched code. The methodology assumes it. The tooling assumes it. The doc surface is designed for it.
Next steps
Section titled “Next steps”- Quick start — scaffold a project and see the starter cube spin.
- Concepts — first-principles explainers for the framework’s vocabulary if you’re a complete newcomer or want to ground yourself before code.
- Cookbook — short, code-forward recipes once your project is running.
- Comparisons FAQ — vs Three.js, Babylon.js, web-export engines, web-native competitors.
- Positioning — the deeper why: the strategic bet, the limits, and what we deliberately won’t do.
- Anti-patterns — the 12-entry list of R3F mistakes that bite first.