Explore Claude of Duty: A Browser FPS Built from One Prompt
Study a substantial Three.js FPS and the multi-agent coding workflow that produced it from a single orchestration prompt.
Study a substantial Three.js FPS and the multi-agent coding workflow that produced it from a single orchestration prompt.
Before real use, quickly verify source quality, freshness, and fit for your workflow.
1 link(s) checked without blocking signals.
Decision aid, not a safety guarantee.
What you get from it
Resource in AI & Automation with the public original source Claude of Duty GitHub repository (github.com). The full contents continue directly below.
Useful for AI & Automation, Resource, and adjacent workflows.
Open Claude of Duty GitHub repository first and validate new tools or prompts in a test setup.
Even when visible for free, quality and fit still depend on the original source and your setup.
Before real use, quickly verify source quality, freshness, and fit for your workflow.
Read details
Claude of Duty is an open-source first-person shooter that runs in the browser with Three.js and WebGL2. Its main value is not only the playable demo code, but also the unusually transparent engineering record: the repository includes the original orchestration prompt, an agent ownership contract, deterministic screenshot tooling, pixel-diff gates, profiling scripts, and an honest assessment of where the result still falls short.
Why it is useful
- Inspect a large AI-generated codebase split across rendering, physics, weapons, audio, UI, world building, and enemy AI.
- Learn how directory ownership and explicit subsystem contracts can coordinate multiple coding agents.
- Reuse ideas for deterministic visual regression tests, performance profiling, and browser-game smoke tests.
- Compare ambitious output claims with the author's measured limitations and adversarial review scores.
What to evaluate
The game is visually ambitious but the author explicitly says it does not reach modern Call of Duty quality. Reported limitations include procedural-looking materials, mannequin-like enemies, imperfect hands, approximate indirect lighting, and demanding GPU performance.
The project is MIT-licensed at repository level, while package.json currently declares ISC; verify the intended licensing treatment before redistributing modified builds.
Discussion
Share practical experience, questions, or warnings with the community.
Sign in to join the discussion and vote on comments.
Sign in