photorealistic 3d FPS, built by claude opus 5.5
JavaScript
1
106 commits
updated Oct 9, 2026
A tactical first-person shooter that runs in the browser: three.js r186 rendering, Rapier physics, Recast/Detour navigation for bots and pmndrs/postprocessing + N8AO for the image pipeline.
npm install
npm run dev # http://localhost:5173
npm run build # static build in dist/

![]() | ![]() |
| Low storm sun, god rays and wet asphalt | Warehouse: practical lamps, light shafts, dust |
![]() | ![]() |
| Catwalk over the racking | Container yard after the rain |
In-engine captures at 1600x900, High quality (no post-edit).
| Key | Action |
|---|---|
| WASD / Mouse | Move / look |
| LMB / RMB | Fire / aim down sights |
| Shift | Sprint (double tap: tactical sprint; hold breath when scoped) |
| Space | Jump / vault / mantle |
| C / Ctrl | Crouch, slide while sprinting |
| Q / E | Lean |
| R | Reload |
| B | Fire mode |
| 1 / 2 / wheel | Switch weapon |
| V / G | Melee / frag grenade |
| I / L | Inspect / laser |
| Tab / Esc | Scoreboard / pause |
src/core Input, Physics (Rapier wrapper), Audio (WebAudio + procedural synth), Assets, math/springs
src/render Renderer (post stack), Effects (particles, tracers, decals, shells), ProcTex (procedural textures)
src/world Level (Ironline Depot), Materials (PBR library + macro variation + indoor IBL), Geo
src/game Game loop, Player controller, FPCamera, Ballistics, Match
src/game/weapons WeaponDefs/Weapon (logic), GunModels/ViewModel (presentation)
src/game/bots Bot (AI), Character (animation), Navigation (recast)
src/ui HUD, Menu (settings, gunsmith), CSS
tools/ headless playtest harness + audio prep scripts
Code is original except where noted:
ffx_fsr1.h from
GPUOpen-Effects/FidelityFX-FSR, Copyright (c) 2021 Advanced
Micro Devices, Inc. — MIT licence (src/render/Fsr.js). The CAS sharpen used with upscaling off follows AMD
FidelityFX CAS (MIT).Third-party assets:
mocap_* in soldier.glb).public/assets/models/fp/, built by tools/blender/, see docs/FP_FRAMING.md). All are CC BY 4.0
unless noted. Modifications: re-posed, re-rigged, rescaled, maker markings removed, textures re-encoded (WebP),
AO baked.
optics.glb). All are CC BY 4.0, and logos and markings were removed.
weathered_planks (tower deck), rusty_corrugated_iron (tower sheets/roof).OfficeCeiling006 (office ceilings), PaintedPlaster015 (office partitions), Facade018A, Facade020A (skyline
buildings).textures/DecalAtlas composed from ambientCG GraffitiSet001, Leaking012A, Leaking014A,
Leaking016A, Leaking019B, Sign004, Sign009, Sign021, Tape001, TireTracks001, AsphaltDamage001
(CC0; cropped, alpha derived/aged), plus procedurally generated oil-stain, scorch, crack and stencil-signage cells
made for this project (same licence as the game).public/assets/ambience/models/*/SOURCE.md); Unity Labs VFX flipbooks Explosion01, WispySmoke02 & Flame03 — CC0;
Poly Haven rusty_metal_04 — CC0.photorealistic 3d FPS, built by claude opus 5.5
JavaScript
1
106 commits
updated Oct 9, 2026
A tactical first-person shooter that runs in the browser: three.js r186 rendering, Rapier physics, Recast/Detour navigation for bots and pmndrs/postprocessing + N8AO for the image pipeline.
npm install
npm run dev # http://localhost:5173
npm run build # static build in dist/

![]() | ![]() |
| Low storm sun, god rays and wet asphalt | Warehouse: practical lamps, light shafts, dust |
![]() | ![]() |
| Catwalk over the racking | Container yard after the rain |
In-engine captures at 1600x900, High quality (no post-edit).
| Key | Action |
|---|---|
| WASD / Mouse | Move / look |
| LMB / RMB | Fire / aim down sights |
| Shift | Sprint (double tap: tactical sprint; hold breath when scoped) |
| Space | Jump / vault / mantle |
| C / Ctrl | Crouch, slide while sprinting |
| Q / E | Lean |
| R | Reload |
| B | Fire mode |
| 1 / 2 / wheel | Switch weapon |
| V / G | Melee / frag grenade |
| I / L | Inspect / laser |
| Tab / Esc | Scoreboard / pause |
src/core Input, Physics (Rapier wrapper), Audio (WebAudio + procedural synth), Assets, math/springs
src/render Renderer (post stack), Effects (particles, tracers, decals, shells), ProcTex (procedural textures)
src/world Level (Ironline Depot), Materials (PBR library + macro variation + indoor IBL), Geo
src/game Game loop, Player controller, FPCamera, Ballistics, Match
src/game/weapons WeaponDefs/Weapon (logic), GunModels/ViewModel (presentation)
src/game/bots Bot (AI), Character (animation), Navigation (recast)
src/ui HUD, Menu (settings, gunsmith), CSS
tools/ headless playtest harness + audio prep scripts
Code is original except where noted:
ffx_fsr1.h from
GPUOpen-Effects/FidelityFX-FSR, Copyright (c) 2021 Advanced
Micro Devices, Inc. — MIT licence (src/render/Fsr.js). The CAS sharpen used with upscaling off follows AMD
FidelityFX CAS (MIT).Third-party assets:
mocap_* in soldier.glb).public/assets/models/fp/, built by tools/blender/, see docs/FP_FRAMING.md). All are CC BY 4.0
unless noted. Modifications: re-posed, re-rigged, rescaled, maker markings removed, textures re-encoded (WebP),
AO baked.
optics.glb). All are CC BY 4.0, and logos and markings were removed.
weathered_planks (tower deck), rusty_corrugated_iron (tower sheets/roof).OfficeCeiling006 (office ceilings), PaintedPlaster015 (office partitions), Facade018A, Facade020A (skyline
buildings).textures/DecalAtlas composed from ambientCG GraffitiSet001, Leaking012A, Leaking014A,
Leaking016A, Leaking019B, Sign004, Sign009, Sign021, Tape001, TireTracks001, AsphaltDamage001
(CC0; cropped, alpha derived/aged), plus procedurally generated oil-stain, scorch, crack and stencil-signage cells
made for this project (same licence as the game).public/assets/ambience/models/*/SOURCE.md); Unity Labs VFX flipbooks Explosion01, WispySmoke02 & Flame03 — CC0;
Poly Haven rusty_metal_04 — CC0.