Kevin-Liu-01/Claude-of-Tanks

A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 220 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in your browser on desktop or mobile. Built end-to-end by a multi-agent Claude/Codex pipeline.

Claude of Tanks – What It Is

Claude of Tanks is a browser‑based armored‑vehicle combat simulator that mimics the feel of World of Tanks but runs entirely in the client using Three.js and Vite. The game ships with:

  • 220 procedurally generated tanks (no external GLB models) each with its own armor layout, gun, modules, and mobility system.
  • 33 handcrafted battlefields that include destructible structures, terrain, foliage and utility networks.
  • 13 game modes ranging from classic death‑match‑style battles to special modes like Turbo Ball, Gravity Mode, Endless Horde, and a campaign of six “Frontline Assault” operations.
  • Multiplayer via WebRTC (LAN or private rooms) with an authoritative 60 Hz simulation that never trusts client‑side hit data.
  • Full‑screen 3‑D rendering at up to 120 FPS on supported hardware, with adaptive quality, SMAA/FSR anti‑aliasing, and GPU‑aware shader profiles.
  • Inspection tools – a Tank Gallery lets you rotate any vehicle, view plate‑level armor, internal modules, and export a “review packet” that matches the exact data used in combat.
  • Scene Studio – a built‑in editor for staging vehicles, animating cameras, and capturing deterministic screenshots or videos.

The project is described as being generated end‑to‑end by a “multi‑agent Claude/Codex pipeline,” meaning the code and assets were largely produced with the help of large‑language‑model assistants.


Who Might Use It?

  • Players who want a high‑fidelity tank‑battle experience without installing a native client.
  • Developers or researchers interested in a complete example of a real‑time, authoritative multiplayer game built with web technologies.
  • Educators looking for a visual demo of physics‑based ballistics, armor penetration, and modular vehicle systems.

Key Technical Highlights

Area Details
Graphics Three.js/WebGL renderer, 4‑cascade shadows, adaptive render scale, post‑process (SMAA/FSR), GPU/driver‑aware quality profiles.
Simulation Fixed‑step 60 Hz authority handling movement, ballistics, armor penetration (plate‑level, slope, ricochet, ERA, etc.), module damage, spotting, bots, and destructible environment.
Physics Simple rigid‑body dynamics for shells, recoil, vehicle suspension (including hydropneumatic aim for the Strv 103), and collision with terrain/structures.
Multiplayer WebRTC signalling worker, snapshot filtering, client prediction/reconciliation, 7v7 battles, no dedicated server required.
Content Pipeline All 220 tanks are procedurally generated in‑repo; battlefields authored with shared world‑kit assets; deterministic capture for screenshots/video.
Platforms Desktop browsers (mouse/keyboard) and touch devices (mobile) with safe‑area UI layout.
Localization English and Simplified Chinese, managed through a “General Translation” workflow.

How to Get Started

  1. Open the live site: cot.kevinliu.studio.
  2. Choose Play for a quick match, Field Manual for documentation, Tank Gallery to explore vehicles, or Scene Studio to create custom scenes.
  3. For developers, the repository contains an Engineering Docs section (docs/INDEX.md) that explains the architecture, multiplayer protocol, and asset pipelines.

Limitations & Current State

  • No support for user‑imported 3‑D models (GLB) – only the 220 first‑party tanks are playable.
  • Multiplayer relies on the host’s browser; performance may vary with network conditions.
  • The simulation is deterministic but runs at a fixed 60 Hz; higher refresh rates only affect rendering, not physics.
  • Content is still in “production and local development” – the numbers (220 tanks, 33 maps) reflect the current release, not a final catalog.

Bottom Line

Claude of Tanks is a fully functional, web‑native tank combat simulator that showcases sophisticated real‑time physics, authoritative multiplayer, and a rich content pipeline—all built with modern JavaScript tooling. It sits squarely in the AI‑assisted development space (the code was generated with Claude/Codex) while delivering a concrete, playable product for anyone interested in virtual armored warfare.

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