16 KB FPS Game Developed Using Vibe Coding Techniques
October 16, 2026
A 16 KB first-person shooter was implemented using Fable 5 High and Opus 5.5 High for planning and optimization. The engine uses a 64x64 cell grid ray-casted via a 2D DDA fragment shader and a single float texture to store cell data, enemies, and HUD elements.
HOW THIS AFFECTS YOU
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builderYou can explore using LLMs for extreme low-level memory and shader optimizations.
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researcherThis demonstrates the utility of high-level LLM orchestration in niche demoscene engineering tasks.