mshumer/Claude-of-Duty
A Call of Duty-quality FPS in Three.js, built from a single prompt.
项目说明
Claude of Duty
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A first-person shooter built in the browser with Three.js r180 and WebGL2. Roughly 55k lines across 11 subsystems, written by a fleet of AI agents under orchestration.
There are no art assets. Every texture, mesh, animation and sound is generated
procedurally at load time from code. No models, no HDRIs, no image files, no audio
files. The only runtime dependency is three.
npm install
npm run dev # http://127.0.0.1:5173
Click the canvas to lock the cursor. WASD move, mouse aim, LMB fire, RMB ADS, R reload, Shift sprint, Ctrl crouch, Space jump, Q/E lean, Esc release.
What's in it
| subsystem | what it does |
|---|---|
render | HDR pipeline, cascaded shadow maps in a sampler2DArray with texel snapping and PCSS contact hardening, MRT depth/normal/velocity prepass, GTAO, TAA with YCoCg variance clipping, tile-dilated motion blur, Karis bloom pyramid, GPU EV100 metering, procedural 33³ grade LUT, AgX composite |
materials | GPU texture forge: 19 procedural surfaces (concrete, brick, plaster, asphalt, sand, rusted/painted/brushed metal, wood, fabric, burlap, glass…), periodic noise so everything tiles seamlessly, Sobel height→normal, parallax occlusion mapping, triplanar projection, curvature-driven edge wear |
sky | Atmospheric scattering, time of day, PMREM environment generation, volumetric fog and light shafts |
