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Chapter 10: Vibe coding with Cursor

What you will learn in chapter 10 of Coding with AI

The introduction explains vibe coding as conversational, AI-assisted development and positions it as a fast way to prototype without replacing structured practices for important applications.

After this chapter you will be able to

What it builds on

Section by section

Introduction

The introduction explains vibe coding as conversational, AI-assisted development and positions it as a fast way to prototype without replacing structured practices for important applications.

Key terms: vibe coding, natural language, AI agents, Cursor, quick prototyping, structured practices, validate ideas

10.1 What is vibe coding?

Defines vibe coding, explains when it can be useful, and cautions against using it for sensitive or high-stakes software.

Key terms: vibe coding, simple language prompts, LLM, guide and tester, rapid prototyping, proof of concept, unfamiliar technologies, security concerns, production software, sensitive data

10.2 What is Cursor, and why is it different?

Introduces Cursor as a popular tool for vibe coding while clarifying that it also supports professional, supervised code generation.

Key terms: Cursor, vibe coding, immersive and agentic experience, structured and supervised code generation

10.2.1 The interface

This section contrasts Cursor’s AI-centered IDE with plugin-based assistants and explains how its agent mode can carry out multistep coding tasks under user supervision.

Key terms: interface, plugins, IDE, LLM, agent mode, AI agents, autonomous workflows, AI codeveloper

10.2.2 Project-wide context and customization

This section explains how Cursor uses project-wide context and team rules, while noting the limits of building an application through prompts alone.

Key terms: project-wide context, structure, dependencies, coding patterns, context-aware chat, project-level customization, .cursorrules, coding standards, best practices, series of prompts

10.3 First concept

The section turns a rough idea for a Python game into a specific concept that can guide an initial Cursor prompt.

Key terms: prompt engineering, Cursor, initial prompt, Pyfrog, Frogger, Python, Pygame, logs

10.4 The initial prompt to build our game

This section shows how a detailed initial prompt defines a runnable game for Cursor and why specifying requirements up front can reduce unwanted results and repeated prompting.

Key terms: vibe coding, initial prompt, premium models, Constraints & Specs, Python 3.10+, Pygame 2.x, Logs, Scoring & Win Condition, Code Quality

10.5 Cursor basics

Introduces Cursor’s familiar Visual Studio Code-like interface and shows a prompt receiving a response in its side chat.

Key terms: Cursor, Visual Studio Code, chat window, prompt

10.5.1 Giving feedback

Explains how to review a Cursor result, give optional feedback, copy it, and identify changed files.

Key terms: Review changes, Thumbs up, Thumbs down, Copy, files that were changed, river_run.py

10.5.2 Adding context

This section explains how to add focused context in Cursor and why selecting relevant material is better than loading an entire application.

Key terms: context, Files and folders, Code, Docs, Past chats, Terminals, individual files, noise, token limits, focused, intentional context

10.5.3 Selecting a mode

This section explains Cursor’s three chat modes and when to use each one.

Key terms: Agent, Ask, Manual, chat window

10.5.4 Model selection

Explains that Cursor lets you choose a model for each prompt, while model quality and costs can change.

Key terms: model, prompt, Cursor, custom models, Cursor account

10.5.5 MAX mode

MAX mode expands Cursor’s available context but can substantially increase costs.

Key terms: MAX mode, context windows, billing

10.6 Results from the first prompt

The section shows how a detailed first prompt led Cursor to produce a claimed runnable game in one pass, giving the author a quick starting point for iteration.

Key terms: language, framework, prompt, Frogger-style game, River Run, runnable, iterations

10.7 Running our game for the first time

The section reports that a playable game ran on the first try from a single prompt, using that result to emphasize detailed prompts in vibe coding.

Key terms: single prompt, vibe coding, details

10.8 Making changes to our game

This section uses plain-English prompts in Cursor to fix a game, add persistent high scores, and revise the gameplay after testing reveals an unintended result.

Key terms: plain English prompts, Goal, Gameplay, Requirements, Flow, vibe coding, persistent scoreboard, high_scores.json, top 5 scores, initials

10.9 Summary

Concepts explained in this chapter

← Chapter 9: Prompt engineering

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