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
- Open the live site: cot.kevinliu.studio.
- Choose Play for a quick match, Field Manual for documentation, Tank Gallery to explore vehicles, or Scene Studio to create custom scenes.
- 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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