Analysis updated 2026-05-18
Play a browser based territory control FPS prototype with friends over LAN.
Host a local network match and let players choose from three original operators.
Study how Babylon.js, Rapier physics and a WebSocket relay combine for LAN multiplayer.
Use the bundled CC0 Quaternius and Kenney assets as a starting point for your own game.
| artan0/blueblack | 4ssh1/mine-sweeper | achawla19/intuitcode-extension | |
|---|---|---|---|
| Stars | 2 | 2 | 2 |
| Language | TypeScript | TypeScript | TypeScript |
| Last pushed | — | 2026-01-31 | — |
| Maintenance | — | Maintained | — |
| Setup difficulty | easy | moderate | moderate |
| Complexity | 3/5 | 2/5 | 4/5 |
| Audience | developer | vibe coder | developer |
Figures from each repo's GitHub metadata at analysis time.
Needs Node.js and npm, LAN hosting also requires opening two ports through your firewall.
blueblack is a playable prototype for a competitive first person shooter that runs directly in a web browser and focuses on capturing and holding territory. The current build centers on a LAN playtest mode, where players on the same local network join a shared lobby, pick one of three original characters called operators, and drop into a compact sci-fi arena named Nexus-9. Matches last five minutes and end either when the timer runs out or when a player reaches 300 points by holding the map's central capture zone. Running it locally only needs a recent version of Node.js and npm, after which a single install and dev command starts a Vite powered development server. To host a match for multiple players, everyone connects to the same router, one machine runs the host command, and the others open the network address it prints in their browser. The first person to connect becomes the host and starts the match once everyone has picked a callsign and an operator, the game uses one network port for the browser app and a second for the LAN multiplayer connection. Under the hood the game is built with the Babylon.js 3D engine, using models and animations from Quaternius and Kenney, all released under a permissive CC0 license that allows personal and commercial use. Implemented features include full first person movement with sprinting, crouching and jumping, three weapons with independent damage, ammo and reload behavior, remote players whose movement, animations and weapons are synced across the network, and a physics engine running at a fixed sixty updates per second. Right now territory scoring and match results are calculated locally in each player's own browser rather than by the server, and the project has no accounts, internet based matchmaking, saved progression, leaderboards or anti-cheat systems yet. The README describes this clearly as an early stage project: the next planned step is moving scoring and hit detection onto the server itself along with compensating for network delay, with account systems and ranked play planned only after that more reliable foundation is in place.
A browser based territory control FPS prototype with LAN multiplayer, built using Babylon.js and TypeScript.
Mainly TypeScript. The stack also includes TypeScript, Babylon.js, Vite.
The bundled game assets are CC0 and free to use for any purpose, the code's own license is not stated in the README.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.