一款完全基于程序化生成和AI代理编排的浏览器第一人称射击游戏,包含55k行Three.js/WebGL2代码,无需任何美术资源。

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Fork 数

224

开放 Issue

2

开源协议

MIT

最近更新

2026-07-25

AI 仓库情报摘要
FR-AI / ANALYSIS

为什么值得关注

它展示了AI驱动游戏开发的前沿水平,拥有完全程序化的资产管线、严格的复现性基准测试工具链,以及一项过程发现:串行单一负责人优于并行分叉。

适合谁使用

  • 对程序化生成和AI辅助创作感兴趣的游戏开发者
  • 探索高级渲染技术的Three.js和WebGL2开发者
  • 研究AI编排和软件工程流程的研究人员
  • 专注于WebGL着色器编译和帧时间分析的性能工程师

典型使用场景

  • 程序化纹理、网格和声音生成的参考实现
  • AI代理编排策略在大代码库中的测试平台
  • 实时渲染技术(TAA、泛光、级联阴影等)的学习资源
  • 可复现的WebGL2性能测量与优化基准

项目优势

  • 完全程序化的资产生成(无文件依赖),包含33³级LUT和AgX合成
  • 可复现的基线捕获,防止状态跨帧泄漏
  • 着色器预热消除了运行时编译,p99帧率从4–9提升至14–17
  • 串行单一负责人将批评分数提升+1.00,缺陷数从66降至26

使用前须知

  • 未能达到现代《使命召唤》的质量水准(得分5.05/10;盲测A/B全败)
  • 视觉缺陷:方块手、显露噪声的表面、距离感像假人的敌人、近似间接光照
  • 性能仍然有限(Retina下28–30 fps),存在已知的视模组灯光错误(辐照度高出20倍)

README 快速开始

Claude of Duty

Get updates here.

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

subsystemwhat it does
renderHDR 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
materialsGPU 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
skyAtmospheric scattering, time of day, PMREM environment generation, volumetric fog and light shafts
world~120×120 m market street: modular building kit with real wall thickness, enterable interiors, several hundred instanced props
physicsWritten from scratch, no library. Binned-SAH BVH (29k tris → 14k nodes in 22 ms, 0.25 µs/raycast), swept-capsule character controller with a 5-plane crease stack, impulse rigid bodies with CCD, PBD ragdolls, multi-layer bullet penetration
playerMovement state machine, slide/mantle/lean, camera feel
weaponsProcedural weapon geometry, viewmodel rig, ADS, spring recoil, procedural reloads, ballistics with travel time and drop
fxGPU particles, decals, tracers, muzzle flash, explosions
aiSkinned soldiers, navmesh pathing, perception, cover behaviour, ragdoll death
uiDOM/CSS HUD: crosshair, hitmarkers, minimap, compass, killfeed
audioWeb Audio synthesis — no sound files. Layered weapon fire, convolution reverb, HRTF spatialisation, occlu

项目描述

A Call of Duty-quality FPS in Three.js, built from a single prompt.

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