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Explore Claude of Duty: A Browser FPS Built from One Prompt

Explore Claude of Duty: A Browser FPS Built from One Prompt

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Study a substantial Three.js FPS and the multi-agent coding workflow that produced it from a single orchestration prompt. 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.
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