GAMES IN PROGRESS
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| Code Review (Claude)

37 min
✅ Get Cave Engine: https://uniday.studio/cave ➡️ My Discord Channel: https://uniday.studio/link/discord ✅ Buy me a Coffee (Patreon): https://uniday.studio/link/patreon Stove has been called a “vibe-coded Blender clone,” but that is not the complete story. In this video, I perform a full C++ code review of my lightweight 3D modeling software and explain how I used Claude and ChatGPT to turn a detailed technical specification into a functional Blender alternative for creating game assets. We examine the project architecture, DirectX 11 renderer, Win32 application layer, mesh representation, UVs, normals, textures, serialization, undo system, math library, and editor code. ✅ More importantly, I explain the difference between blindly vibe coding software and using AI as a highly productive junior developer under the direction of an experienced programmer. ➡️ Chapters: 00:00 Reviewing My “Vibe-Coded” Blender Clone 01:17 How Small Is Stove? 02:34 What Vibe Coding Actually Means 03:29 AI as an Advanced Autocomplete 06:48 Treating AI Like a Junior Developer 08:16 Why Stove Isn’t Really Vibe Coded 08:52 Designing Stove at the Gym 10:39 The 2,600-Line Technical Specification 12:22 Architecture and Coding Standards 13:45 Reviewing the Headers and Core Structures 15:48 DirectX 11 Graphics Architecture 17:25 Embedding the Splash Screen 18:18 Object and Serialization Design 21:42 Meshes, Edges, UVs, and Normals 25:25 Reviewing the Math and Texture Systems 30:07 The Editor and Win32 Application Code 35:15 Is the AI-Generated Code Actually Good? ························································ ► Uniday Studio By: Guilherme Teres Nunes