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.
PLAY |
FIELD MANUAL |
TANK GALLERY |
SCENE STUDIO |
ENGINEERING DOCS |
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These are handmade, deterministic scenes captured with the current game renderer—not concept art. The 88-frame showcase archive contains 13 owner-selected scenes, 30 action frames, 30 close foreground compositions, five directed Studio frames, and ten interface states. The landing selection records the six hero frames, feature reel, five camera-rail films, 24-shot mosaic, and directed Strv 122 versus Leclerc sequence now published on the site.
- Fight: enter Standard Battle, Capture the Flag, Zone Control, armed low-gravity Turbo Ball, Gravity Mode, cooperative Endless Horde, the six-operation Frontline Assault campaign, Juggernaut, Infected, Realistic, Gun Game, Drone, or AC-130 in solo or multiplayer, with physical shell travel, armor geometry, component damage, spotting, terrain, collision, destructible structures, persistent wrecks, mode-specific respawns, and authority-owned results.
- Inspect: open any vehicle in Tank Gallery, articulate the live rig, isolate armor or internal anatomy, and export an exact-surface review packet from the same specification used in combat.
- Direct: stage any roster vehicle on any battlefield in Scene Studio, animate actors and cameras, schedule game FX, and capture stills or video from reproducible scene data.
| Current runtime | |
|---|---|
| Fleet | 220 first-party procedural vehicles in production and local development; 0 GLB-sourced playables |
| Worlds | 33 authored battlefields with shared structures, wrecks, utility networks, loose props, placement, collision, and destruction |
| Authority | Fixed 60 Hz movement, ballistics, armor, damage, spotting, bots, destructibles, and result |
| Presentation | Direct Three.js/WebGL renderer with a measured 120 FPS test path, adaptive quality, stable shadows, SMAA/FSR, and GPU recovery |
| Play | 13 battle modes, solo bots, browser-hosted private rooms, LAN rooms, room chat, spectators, respawns, and rematches |
| Platforms | Mouse/keyboard and complete touch controls with safe-area layout and device-adaptive rendering |
| Languages | English and Simplified Chinese across the game, Garage, Studio, Gallery, and public docs; local reviewed catalogs managed with General Translation |
| Tools | Scene Studio, Tank Gallery, exact-surface review, deterministic capture, vehicle anatomy, and release gates |
Language selection lives under Settings → Language → Language. See the localization guide for coverage, intentional exclusions, the General Translation workflow, and release gates.
The provenance gate currently reports 220 first-party procedural battle playables and 0 GLB-sourced playables. Comparison inputs are never a playable loading path and are stripped from public builds.
Each frame below opens a looping WebM recorded from the game. The camera rails use live vehicles, maps, ballistics, recoil, impacts, sparks, smoke, debris, and destruction effects.
OPEN THE FULL LANDING SHOWCASE
The fleet does not reduce every vehicle to the same gun and movement model. Specifications can add their own loading, guidance, suspension, ammunition, anatomy, and control behavior while remaining inside the fixed-step authority.
- Magazine autoloaders track ready rounds, intra-magazine cycle time, full replenishment, manual magazine reloads, shell changes, and damage to the loading mechanism. The Leclerc, Type 90, PL-01, and four-round PL-01 105 each carry their own magazine timings.
- Guided missiles travel at visible weapon-specific speeds and steer toward the authority-owned aim point. Launcher damage, rack damage, ammunition count, reload state, guidance, impact, and presentation all remain synchronized.
- Hydropneumatic aim uses the same canonical pose for armor, muzzle, collision, wheels, tracks, remote snapshots, and the camera; there is no separate visual-only tank tilt.
- Free look keeps the sight and turret on target while the camera moves. Hold
Shifton keyboard,RBon a standard controller, or assign another binding in settings.
- Plate-level armor resolves the actual plate, slope, impact angle, normalization, ricochet, overmatch, spaced armor, composites, ERA, and separate kinetic/chemical protection.
- Five ammunition families model muzzle velocity, gravity, penetration loss, ricochet, and damage differently.
- Internal anatomy tracks crew, ammunition racks, engine, fuel, gun, turret ring, optics, radio, and tracks.
- Tank-specific mobility combines drivetrain, terrain resistance, per-wheel support, suspension-damped hull attitude, flexible terrain-following tracks, collision, ramming, and crushable cover.
- Real battlefield knowledge combines view range, concealment, movement/firing bloom, foliage, radio sharing, and the 15 m bush rule. Multiplayer authority filters hidden enemies before serializing a snapshot.
Every playable hull, turret, gun, fitting, suspension, road wheel, and track run is assembled by the repository's first-party vehicle pipeline. Vehicle changes pass combat-anatomy receipts, generated technical diagrams, geometry checks, visual fingerprints, and a targeted release gate.
The Garage is its own authored presentation system. Verdant retains the enclosed Motor Pool; the other nine locations use lightweight scene packs derived from a real battlefield's terrain, structures, PBR materials, detailed trees, approach route, horizon, sky, and atmosphere without loading that battlefield. One immutable hero pose keeps the tank and camera comparable across the complete set, while connected maintenance stations, heavy-lift equipment, real fleet exhibits, and full-detail tank parts establish a distinct service story around every platform.
The release gate reviews every location from four orbit angles and responsive layouts, rejects unsupported or floating parts, certifies geometry-derived structure collision, and requires a score of at least 90/100 with bounded draw calls, triangles, transitions, cache residency, and repeated-cycle memory. See the Garage environments guide for the complete visual, lifecycle, and verification contract.
The renderer treats quality as a device contract instead of a single desktop preset. It selects a GPU/driver-aware profile, caps pixel density, prewarms shader paths, adapts costly effects, and can recover from a black frame or WebGL context loss. The current presentation path combines:
- four quality-scaled, stable texel-anchored shadow cascades with articulation-aware tank shadow hulls;
- fused output grading, anti-aliasing, adaptive render scale, fog/atmosphere, and bounded transparent depth work;
- instance/batch paths for repeated world objects, pooled particles, and explicit GPU resource disposal;
- reusable hot-loop scratch state, fixed-step simulation, render interpolation, and high-refresh presentation;
- an in-game diagnostics surface for FPS, ping, frame timing, draw calls, triangles, memory, network telemetry, quality, and renderer/driver identity.
The renderer reached 120 FPS on the certified test hardware. Actual performance depends on refresh rate, browser, thermal limits, GPU and driver, resolution, and quality level. Combat rules remain fixed at 60 Hz at every render rate.
LAN and private rooms run their match in the host commander's browser over WebRTC and use the shared renderer-free movement and combat rules. No database or dedicated game server is required; Internet rooms meet through a small rooms Worker (seats, signaling, host migration), and restricted networks may need TURN relay. See Multiplayer v2. Clients send intent, never trusted hits or damage. Snapshot filtering, local prediction/reconciliation, bounded remote interpolation, reliable fire edges, reconnectable room state, and separate control/chat delivery keep a moving and firing 7v7 battle responsive without giving the client authority.
Two screens, opposing sights: paired live 1v1 captures preserve the real battle HUD, authoritative simulation, filtered snapshots, and each commander's view.
| Action | Keyboard and mouse | Standard controller |
|---|---|---|
| Drive and steer | WASD or arrow keys |
Left stick |
| Aim and fire | Mouse + LMB |
Right stick + RT |
| Precision sight | Hold RMB by default; wheel in also enters |
LT |
| Free look without moving the turret | Hold Shift or Left Alt |
RB |
| Select ammunition | 1 / 2 / 3 |
D-pad |
| Vehicle-specific action | E |
LB |
| Reload a partial magazine | C |
Remappable |
| Consumables | 4 / 5 / 6 |
Remappable |
| Handbrake | Space |
A |
| Shot log / performance / menu | L / F8 / Esc |
Interface controls |
Every desktop action is remappable. RMB can use hold-to-aim, toggle-aim, or classic free-look behavior. Touch devices
receive dedicated movement, aim, scope, fire, ammunition, equipment, and special-action controls rather than a scaled
desktop HUD.
For procedural vehicle creation, use the tank-generation handbook: source-file and Gallery-markup intake, measured geometry and negative space, independent review gates, reusable agent briefs, and handoff templates.
Scene Studio works with the runtime rather than a separate cinematic renderer. Vehicles, camouflage, camera, lighting, recoil, tracers, explosions, sparks, smoke, debris, wreck state, and timeline events remain scene data. A saved scene can be replayed, scrubbed, edited, exported as JSON, captured as a high-resolution still, or recorded as a video.
Regenerate the current public archive:
npm run shots:battle:generate
npm run shots:battle:grade -- --root shots/marketing-battles-r3
npm run studio:action:render
npm run showcase:publish
npm run showcase:check
npm run landing:media:publishThe capture harness serializes concurrent jobs, starts a clean local game, verifies the requested state, and records
current rendering diagnostics. public/media/showcase-r1/manifest.json defines the source archive;
public/media/landing-r1/manifest.json records the public hero, rail, mosaic, and Studio selections with their actor,
effect, duration, dimensions, and byte receipts.
The same run is reviewed in contact sheets before any frame becomes a 4K master. These collection views make weak silhouettes, obstructed cameras, repeated compositions, and overpowered effects obvious before automated grading.
![]() Action review: ten multi-tank compositions inspected together. |
![]() Foreground review: anchor-tank readability checked against battle depth. |
Open all six review sheets and the complete admission contract.
The landing page publishes a larger responsive mosaic. This smaller wall samples the action and foreground collections without repeating the six hero frames.
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Browse the full showcase manifest, open the public Tank Gallery, or build a new shot in Scene Studio.
controls ──► deterministic authority ──► filtered state + reliable events ──► presentation
│ │
├─ movement / terrain / collision ├─ procedural vehicles
├─ aim / ballistics / armor / anatomy ├─ tracks / suspension / FX
├─ spotting / concealment / bots ├─ HUD / audio / killcam
└─ destructibles / match result └─ Three.js / post / Studio
src/engine/ renderer, camera, lighting, post, quality, telemetry, GPU recovery
src/world/ thirty-one maps, terrain, vegetation, props, collision, destruction
src/vehicles/ specs, procedural geometry, materials, profiles, asset verification
src/sim/ DOM-free movement, aiming, ballistics, armor, damage, spotting
src/game/ local composition, bots, input, profile, killcam, Scene Studio
src/mp/ rooms, the wire, transports, the match client, the browser host, sessions
src/ui/ garage, battle HUD, reports, settings, diagnostics, touch controls
server/ the match actor, the LAN room helper, collision manifests, ICE, telemetry
Start with Technical overview, Product features, How it works, Multiplayer v2, Performance, Scene Studio, and Tank Gallery.
npm install
npx vite
npm test
npm run test:net:v2:p2p
npm run tank:native:check
npm run build
npm run build:privateThe public build strips quarantined comparison assets. Simulation, networking, browser multiplayer, maps, collision, destruction, rendering policy, UI, mobile controls, vehicle provenance, anatomy, generated assets, and both build variants have executable checks.
Production (cot.kevinliu.studio) is deployed once per round, by hand, never per commit. Git
auto-deploys are disabled in vercel.json for main and codex/*, so pushing never builds on
Vercel; the release path is the prebuilt CLI deploy documented in docs/DEPLOYS.md
(vercel pull --yes --environment=production → vercel build --prod → vercel deploy --prebuilt --prod),
run after the release gate is green. There is no CI deploy.
Kevin B. Liu created, designed, and directed the project. Claude and Codex assisted with research, vehicle authoring, simulation, networking, design, performance, quality assurance, documentation, and deployment. They are development tools, not co-authors or copyright holders.
All gameplay code and every selectable procedural vehicle model are original first-party work by Kevin B. Liu. The
repository is MIT-licensed by default, with procedural vehicle and battlefield source, fleet and map data, generated game
assets, capture recipes, authored media, and first-party branding expressly excluded as proprietary Reserved Content.
Earlier public revisions remain available under the MIT terms under which they were released. See LICENSE, LICENSE-POLICY.md,
NOTICE.md, and docs/ATTRIBUTION.md before reusing any file. External models may be
retained only as quarantined research references; they are never loaded as playable geometry.







































