About this project
Claude of Tanks is a free, browser-native armored combat game built on Three.js and Vite, with no external game engine. It runs on desktop and mobile browsers.
Content and simulation
- The README describes 192 production-visible first-party procedural vehicles (229 in keyed local development) and 30 authored battlefields, with no GLB-sourced playables.
- Combat resolves plate-level armor: 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.
- Vehicle-specific mechanics include magazine autoloaders with per-vehicle timings, guided missiles (TOW, MILAN, Spike, Konkurs, Arkan, Jyu-MAT, Shillelagh), and hydropneumatic suspension aiming on the Strv 103A/B and UDES 03.
- Spotting combines view range, concealment, movement/firing bloom, foliage, radio sharing and a 15 m bush rule.
Modes and multiplayer
- Rulesets include Standard Battle, Capture the Flag, Zone Control, low-gravity Turbo Ball, cooperative Endless Horde, and a six-operation Frontline Assault campaign.
- Solo bots, browser-hosted private rooms and LAN rooms are supported; no database or dedicated game server is required, though Internet room codes need a lightweight signaling endpoint and restricted networks may need TURN relay.
- Clients send intent only; snapshots are filtered, with local prediction/reconciliation and bounded remote interpolation. Simulation runs at a fixed 60 Hz.
Tools and presentation
- Tank Gallery lets users orbit and articulate a vehicle rig, isolate armor or internal anatomy, and export exact-surface review packets.
- Scene Studio stages any roster vehicle on any battlefield, animates actors and cameras, schedules effects on a deterministic timeline, and captures stills or video; scenes are saved as JSON.
- The renderer uses GPU/driver-aware quality profiles, shadow cascades, adaptive render scale, SMAA/FSR, instancing and GPU resource disposal, with an in-game diagnostics surface. The README reports a measured 120 FPS test path on certified hardware, while noting real performance depends on device and settings.
- Ten Garage environments are documented, with a release gate requiring a score of at least 90/100.
Controls and localization
- Keyboard/mouse and standard controller bindings are listed, with remappable desktop actions and dedicated touch controls.
- The game, Garage, Studio, Gallery and public docs are available in English and Simplified Chinese.
Documentation
- The repository includes engineering docs, a field manual, a tank-generation handbook, a localization guide, a multiplayer hosting guide, a Garage environments guide and a showcase library.
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