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Claude of Tanks armored battle with the crest badge and wordmark

CLAUDE OF TANKS

Free browser-native armored combat built with Three.js. Take 112 production-visible first-party procedural vehicles across 20 battlefields with physical gunnery, plate-level armor, internal damage, guided missiles, magazine autoloaders, terrain-following suspension, X-ray killcams, multiplayer rooms, and Scene Studio.

Play armored combat
PLAY
Open the armored vehicle field manual
FIELD MANUAL
Open Tank Gallery
TANK GALLERY
Open Scene Studio
SCENE STUDIO
Open the engineering documentation
ENGINEERING DOCS
Armored vehicles exchanging fire in an urban battle Tanks fighting across the Fjord battlefield
M1 Abrams firing during a close-range tank battle Strv 103 fighting through Steinburg

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, inspect, and direct

Live tank combat icon Armor inspection icon Scene Studio icon

  • Fight: enter solo or multiplayer battles with physical shell travel, armor geometry, component damage, spotting, terrain, collision, destructible structures, persistent wrecks, 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 release

Current runtime
Fleet 112 production-visible and 149 keyed local-development procedural vehicles across 151 saved roster records; 0 GLB-sourced playables
Worlds 20 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 Solo bots, persistent private rooms, LAN rooms, room chat, spectators, rematches, and dedicated ranked authority
Platforms Mouse/keyboard and complete touch controls with safe-area layout and device-adaptive rendering
Tools Scene Studio, Tank Gallery, exact-surface review, deterministic capture, vehicle anatomy, and release gates

The provenance gate currently reports 122 first-party procedural battle playables, 0 GLB-sourced playables, and 7 tracked external comparison models with exact source records. Comparison inputs are never a playable loading path and are stripped from public builds.

Field footage

In-engine battle screenshot icon Camera path icon

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 Desert Ground Rush gameplay film
Desert Ground Rush: a low camera threads moving armor and incoming fire.
Open the Urban Overhead Dive gameplay film
Urban Overhead Dive: a rail camera drops into a close street engagement.
Open the Winter Ice Orbit gameplay film
Winter Ice Orbit: tanks exchange fire while the camera circles the frozen contact line.
Open the Coastal Shell Skim gameplay film
Coastal Shell Skim: a fast lateral pass follows the shell path through a beach assault.

OPEN THE FULL LANDING SHOWCASE

Vehicle-specific mechanics

Procedural vehicle icon Guided missile icon Internal tank modules icon

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.

Stridsvagn 103 using hydropneumatic suspension to aim on a slope
Swedish siege suspension: the Strv 103A, Strv 103B, and UDES 03 aim their fixed guns by pitching the physical hull. Wheels and both loaded track runs reshape around the solved pose.
MBT-70 firing a guided Shillelagh missile
Guided weapons: the MBT-70 fires the Shillelagh as its primary round. IFVs carry vehicle-specific TOW, MILAN, Spike, Konkurs, Arkan, and Jyu-MAT launchers.
Carro 45t internal modules and crew shown in Tank Gallery
Internal anatomy: the Gallery shows crew, gun, turret ring, engine, fuel, ammunition, tracks, optics, radio, and vehicle-specific feed or missile systems.
Claude of Tanks garage displaying the procedural vehicle fleet
One shared fleet: battle, garage, Gallery, Studio, bots, icons, diagrams, and technical dossiers read the same vehicle specifications—112 in production or 149 in keyed local development.
  • 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 Shift on keyboard, RB on a standard controller, or assign another binding in settings.

Combat systems

Live combat icon Armor inspection icon Internal modules icon

Production battle HUD during live armored combat
Battle HUD: dual reticle, ammunition, modules, teams, minimap, chat, performance, and authority-owned combat feedback.
X-ray killcam showing a T-90M shell path through an M1A2 Abrams SEPv3
X-ray killcam: the resolved shell path, struck plate, effective protection, penetration result, damaged modules, and crew.
Tank firing with current muzzle flash and recoil
Physical gunnery: finite world aim, bore convergence, resolved muzzle transform, visible recoil, dispersion, travel time, and gravity.
Tank destruction with fire, sparks, fragments, and smoke
Destruction: fire, sparks, smoke, detached remnants, persistent wreck state, and pooled effects driven by the completed hit.
  • 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.

Worlds and vehicle design

Battlefield icon Procedural tank icon Tank Gallery icon

Vehicles charging through Frosthollow
Twenty worlds: terrain, roads, structures, foliage, fog, sky, lighting, cover, collision, minimap, and dedicated-server descriptors.
Armored contact inside Ironworks
Shared world kit: destructible buildings, camps, wreck families, debris, utility lines, loose physical props, and narrow hitboxes.
Tank Gallery showing a procedural vehicle and technical dossier
Tank Gallery: search 112 production vehicles or 149 with the local development fleet enabled, orbit and articulate the current vehicle rig, inspect armor, modules, and crew, and export exact-surface review packets.
Close inspection of a first-party procedural modern tank
Shared vehicle specification: geometry, armor, modules, gun limits, ammunition, mobility, garage cards, bots, icons, diagrams, Gallery, and Studio.

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.

Renderer, drivers, and performance

GPU renderer icon

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.

Precision sight rendered through the current post-processing path
Presentation: high-resolution scope, stable shadowing, post AA, bounded depth copies, and readable combat overlays.
Ironworks battlefield overview rendered by the current game
World rendering: authored layouts and detailed environments use adaptive quality, instancing, culling, and streaming.

Multiplayer

Multiplayer tanks icon

Local, LAN, browser-hosted private, and dedicated ranked modes share the same renderer-free movement and combat rules. 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.

Side-by-side live browser multiplayer screens showing an M1A2 Abrams and T-90M Proryv facing each other from opposing player perspectives

Two screens, opposing sights: paired live 1v1 captures preserve the real battle HUD, authoritative simulation, filtered snapshots, and each commander's view.

Controls at a glance

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.

Production tools

Scene Studio icon Camera path icon Capture icon

Scene Studio composing a shot on Verdant Fields
Scene Studio: place any roster vehicle on any map, conform it to terrain, set its pose within physical limits, schedule game effects on a deterministic timeline, and capture the current renderer.
Open the Scene Studio film of a Strv 122 firing on and destroying a Leclerc
Directed destruction: this 1080p timeline moves both actors, fires the Strv 122, resolves impacts, detaches the Leclerc track, and triggers its ammunition-rack blast.

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
node tools/marketing-shots/capture-multiplayer-dual-screen.mjs
npm run studio:action:render
npm run showcase:publish
npm run showcase:check
npm run landing:media:publish

The 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 campaign contact sheet, frames 71 through 80
Action review: ten multi-tank compositions inspected together.
Foreground campaign contact sheet, frames 101 through 110
Foreground review: anchor-tank readability checked against battle depth.

Open all six review sheets and the complete admission contract.

Selected field frames

The landing page publishes a larger responsive mosaic. This smaller wall samples the action and foreground collections without repeating the six hero frames.

Leclerc duel in the desert Desert overwatch line under fire Tank battle through a winter village Close urban street duel
Tank duel across a green field Armored charge across the steppe Foreground tank entering a coastal dune ambush Foreground tank fighting on a winter lake
Tank filling the foreground of an urban duel Challenger 1 leading a green battlefield attack Tank firing through a narrow urban alley Foreground tank overlooking a ridge battle

Browse the full showcase manifest, open the public Tank Gallery, or build a new shot in Scene Studio.

Architecture

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/     twenty 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/net/       protocol, rooms, chat, snapshots, prediction, WebRTC/WebSocket
src/ui/        garage, battle HUD, reports, settings, diagnostics, touch controls
server/        signaling, persistent rooms, dedicated authority, ranked service

Start with Technical overview, Product features, How it works, Multiplayer architecture, Performance, Scene Studio, and Tank Gallery.

Develop and verify

npm install
npx vite
npm test
npm run test:net:browser
npm run tank:native:check
npm run build
npm run build:private

The 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.

Credits and licensing

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.

About

A World of Tanks-style, Vite-powered, engine-free pure Three.js armored combat simulator resolving plate-level armor, ballistics, modules, spotting, and physics, with 110+ vehicles and 16 destructible battlefields. Playable entirely in the browser on desktop and mobile devices. Built end-to-end by a multi-agent Claude/Codex pipeline.

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