Analysis updated 2026-08-13
Explore a large game codebase written almost entirely by AI agents.
Study procedural texture and sound generation techniques in a real project.
Learn how to profile and fix frame rate stalls in a browser based game.
Use the included screenshot and pixel diff tools as a model for visual regression testing.
| mshumer/claude-of-duty | nilbuild/githunt | crazycodeboy/githubpopular | |
|---|---|---|---|
| Stars | 3,084 | 3,146 | 2,948 |
| Language | JavaScript | JavaScript | JavaScript |
| Last pushed | — | 2026-05-06 | 2019-08-08 |
| Maintenance | — | Maintained | Dormant |
| Setup difficulty | easy | easy | moderate |
| Complexity | 4/5 | 2/5 | 3/5 |
| Audience | developer | pm founder | developer |
Figures from each repo's GitHub metadata at analysis time.
Runs in the browser after npm install and starting the dev server, no external services needed.
Claude of Duty is a first person shooter game that runs entirely in a web browser, built with the Three.js graphics library. It was written almost entirely by a team of AI coding agents working together, and it is unusual in that it has no art files at all. Every texture, character, sound, and animation is generated from code the moment the game loads, rather than loaded from image or audio files. The game includes many of the systems a real shooter needs: lighting and shadows, procedurally generated surfaces like brick and metal, a small outdoor market street you can walk through and enter buildings in, physics for movement and bullets, weapons with recoil and reloading, enemy soldiers that can see and take cover, sound generated entirely in code, and an on screen heads up display with a crosshair, minimap, and kill feed. You run it by installing dependencies with npm and starting a local development server, then move with the keyboard and aim with the mouse like a typical shooter. What makes this project interesting is not just the game but the testing tools built alongside it. The README documents a set of scripts for taking screenshots of the game in a consistent, repeatable way, comparing images pixel by pixel to catch unintended visual changes, and profiling how the game performs frame by frame to find slowdowns. These tools uncovered real problems, including stalls caused by graphics code compiling mid game and screenshots that were not actually reproducible until the tooling was fixed.
A browser based first person shooter built almost entirely by AI coding agents, with every texture and sound generated from code instead of art files.
Mainly JavaScript. The stack also includes JavaScript, Three.js, WebGL2.
License terms are not stated in the explanation.
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.