Claude of Duty: Fully Procedural Browser FPS Built by AI Agents Using Three.js
Repository·mshumer/Claude-of-Duty··Demo
Claude of Duty is an open-source first-person shooter running in the browser on Three.js r180 and WebGL2. Spanning roughly 55,000 lines of code across 11 subsystems, it was constructed by an orchestrated fleet of AI agents. The game contains zero pre-baked art assets: every texture, 3D mesh, animation, and sound effect is generated procedurally from code at runtime.
Key points
1Zero asset files: No pre-rendered images, 3D models, or audio clips; Three.js is the only runtime dependency.
2Custom engine subsystems: Features an in-house physics engine with Binned-SAH BVH, Web Audio synthesis, and an advanced HDR/post-processing pipeline (TAA, GTAO, AgX tone mapping).
3Multi-agent AI creation: Built by autonomous agents working against a shared architecture contract (ARCHITECTURE.md).
4Robust testing harness: Includes headless Chromium scripts for deterministic, pixel-identical visual capture and regression testing.
Why it matters
This project offers a compelling case study on the boundaries of multi-agent software engineering. Rather than writing trivial scripts, coordinated agents implemented a complex, modular 3D graphics application from scratch.
Analysis
Claude of Duty acts primarily as a proof-of-concept demonstrating agentic coding orchestration and procedural generation in WebGL. Author Matt Shumer highlights that the custom test harness and architectural boundaries were key to letting agents generate production-grade graphics, physics, and gameplay mechanics. While feature-rich with character controllers, dynamic AI, and spatial audio, it remains an experimental demonstration rather than a finished commercial title.
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