mshumer/Claude-of-Duty
A Call of Duty-quality FPS in Three.js, built from a single prompt.
What it solves
Claude of Duty is a technical demonstration of a first-person shooter (FPS) built entirely in the browser using Three.js and WebGL2. The project aims to push the boundaries of procedural generation and AI-driven software engineering, creating a complex game with no external art assets (textures, meshes, or audio files) and writing the codebase through the orchestration of AI agents.
How it works
The game is built across 11 specialized subsystems, including a custom physics engine written from scratch, a GPU texture forge for procedural surfaces, and a Web Audio synthesis system for sound. To ensure performance and visual consistency, the project uses a rigorous tooling harness featuring headless Chromium for bit-identical screenshot captures and per-pixel image differencing to gate optimization passes.
Who it’s for
This project is primarily for developers interested in AI-assisted coding, procedural generation, and high-performance WebGL graphics programming.
Highlights
- Zero Art Assets: Every texture, mesh, animation, and sound is generated procedurally from code at load time.
- AI-Orchestrated Development: The codebase (roughly 55k lines) was written by a fleet of AI agents working under a strict architectural contract.
- Custom Physics Engine: Features a Binned-SAH BVH for fast raycasting, a swept-capsule character controller, and PBD ragdolls.
- Advanced Rendering Pipeline: Includes HDR, cascaded shadow maps, GTAO, TAA, and a procedural 33³ grade LUT.
- Rigorous Performance Tooling: Uses a custom profiler to identify and fix mid-frame shader compilation stalls.
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