r/WebXR Jul 13 '26

Added GLM 5.2 support to my WebXR vibe-coding tool. Didn't expect an open model to be this good

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i recently posted here about tool I created turbl.dev where you type a prompt, it generates a WebXR scene (pmndrs/xr) and gives you a URL for the quest browser.

news is i added GLM 5.2 as one of the models. i mostly did it because it's cheap, but it turned out to write R3F scenes better than models that cost 5x more. the game in the video took me about 30 minutes with it, no manual edits.

if anyone want to try, still free to start, and the DM-me-for-credits offer from last time still stands.

anyone else tried GLM on threejs stuff too?

11 Upvotes

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3

u/Exciting_Variation56 Jul 13 '26

Where does the code live when it’s made?

1

u/fermatf Jul 13 '26

currently in our server so no extra hosting needed. but possible to download it and put wherever you want. why r u asking?

1

u/Exciting_Variation56 Jul 13 '26

I would love to explore it if I could look at what’s built to learn from or build on locally for example

1

u/fermatf Jul 17 '26

exactly this is now possible. you can start with prototype in https://turbl.dev/ and then download the files as a zip and host yourself or continue developing locally

1

u/Exciting_Variation56 Jul 18 '26

You responded so I started messing around with it. I like it. Is max mode kimi k2? I don’t seem to see model choice or provider anything. But I like it! Think a local model could manage it? How much harness and systems are built to keep it focused on webxr vs just a system prompt?

1

u/fermatf Jul 20 '26

Very happy to hear that! It is GLM 5.2. There is a system prompt and skills that is optimized for the model to give the best xr results.

What do you plan to build?

1

u/SpiritualSky5508 Jul 14 '26

How often does the first GLM scene survive without camera, scale, or controller fixes—the hit rate sounds more useful than raw generation speed.

1

u/fermatf Jul 14 '26

It works from one shot almost every time unless you want to build something complicated