Vibe-coded sonar FPS fits a full game in 16 KB with shader ray-casting
zTrojan · reddit · 2026-10-16
Reddit user zTrojan shared a 16 KB FPS game built largely by vibe coding with Fable 5 High for planning and Opus 5.5 High for implementation and optimization. In Blind Sector you play a blind character underground: sonar pulses at three frequencies briefly reveal walls and enemies, but every pulse is noise that attracts them. Three levels, three enemy types plus a boss, generative music.
Optimization highlights:
- Level is a 64×64 cell grid ray-cast in the fragment shader (2D DDA), freeing 430 bytes for pulse shadows, fake AO, and procedural wall patterns
- CPU rewrites one 64×90 RGBA32F float texture per frame holding cells, enemy list, pulses, lamps, HUD text, and font bits; zero uniforms, zero matrices, one draw call
- Enemies are signed distance fields assembled from parts (7 bytes each), smoothly unioned and sphere-traced; the crawler has six jointed walking legs, with bounding spheres to skip parts in close-ups
- x87 instead of SSE2, stdcall instead of cdecl, inlining off, and a 300 MB Crinkler hash table
- Generative music: an LCG picks chords from a diatonic progression each bar, played through the same synth as the sound effects
Source and binary are open-sourced on GitHub (blind-sector).
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