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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.

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.

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.ts calls defineGameScript({ 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.