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Kevin-Liu-01/Claude-of-Tanks: A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 220 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in

Kevin-Liu-01/Claude-of-Tanks: A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 220 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in

16 hours ago

Claude of Tanks armored battle with the crest badge and wordmark

CLAUDE OF TANKS

A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 279 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in your browser on desktop or mobile. Built end-to-end by a multi-agent Claude/Codex pipeline.

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
A Stridsvagn 122 crosses the frozen lake through shellfire A T-80U Husarz and a PL-01 hold the village crossroads
A Chieftain Mk 10 fires across the village at Highland Reservoir A Challenger 2 leads a Ukrainian column returning fire across the fields at sunset

These are deterministic scenes staged in Scene Studio and rendered at 4K in the game engine—not concept art. The visual archive holds the fifty frames and the key moment and close portrait of each of the site's takes. The landing selection records the 12 hero frames, the 22 screenshots of the rail, the feature reel, the four camera-path loops, the destruction loop, the 21 versus stills, the 3 trailers, the 24-shot mosaic and the Scene Studio loop published on the site.

Fight, inspect, and direct

Live tank combat icon Armor inspection icon Scene Studio icon

  • Fight: enter Standard Battle, Capture the Flag, Zone Control, armed low-gravity Turbo Ball, Gravity Mode, cooperative
Endless Horde, the six-operation Frontline Assault campaign, Juggernaut, Infected, Realistic, Gun Game, Drone, or AC-130 in solo or multiplayer, with physical shell travel, armor geometry, component damage, spotting, terrain, collision, destructible structures, persistent wrecks, mode-specific respawns, and authority-owned results.
  • Watch: start a watched battle in any of twelve modes on any map: fly a spectator drone over it, ride along in any
tank, or take a living bot's seat and fight from there.
  • 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 | 222 first-party procedural vehicles in production and local development; 0 GLB-sourced playables | | Worlds | 33 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 | 13 battle modes, solo bots, Watch mode (drone, ride-along, take control), browser-hosted private rooms, LAN rooms, room chat, spectators, respawns, and rematches | | Platforms | Mouse/keyboard and complete touch controls with safe-area layout and device-adaptive rendering | | Languages | English and Simplified Chinese across the game, Garage, Studio, Gallery, and public docs; local reviewed catalogs managed with General Translation | | Tools | Scene Studio, Tank Gallery, exact-surface review, deterministic capture, vehicle anatomy, and release gates |

Language selection lives under Settings → Language → Language. See the localization guide for coverage, intentional exclusions, the General Translation workflow, and release gates.

The provenance gate currently reports 279 first-party procedural battle playables and 0 GLB-sourced playables. 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 T-14 Armata past the barns take
T-14 Armata past the barns: A T-14 Armata advances past the barns of Verdant Fields.
Open the Strv 122 on the frozen lake take
Strv 122 on the frozen lake: A Stridsvagn 122 crosses the frozen lake through shellfire.
Open the T-90A knocked out at night take
T-90A knocked out at night: A T-90A is knocked out at the end of a Steinburg street at night.
Open the Merkava Mk 3D fires take
Merkava Mk 3D fires: A Merkava Mk 3D fires at Sunscar Oasis.

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.
Leclerc XLR internal modules and crew shown in the Tank Gallery
Internal anatomy: the Gallery shows crew, gun, turret ring, engine, fuel, ammunition, tracks, optics, radio, and vehicle-specific feed or missile systems.
Current Claude of Tanks Garage displaying a K2 in Verdant Motor Pool
One shared fleet: battle, garage, Gallery, Studio, bots, icons, diagrams, and technical dossiers read the same vehicle specifications—220 in production and 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

The battle HUD in a live Standard battle: a T-90M in the grass facing a T-72 Rys
Battle HUD: dual reticle, ammunition, modules, teams, minimap, chat, performance, and authority-owned combat feedback.
The X-ray kill cam: a Challenger 2's APFSDS round through a T-90M's lower hull side, the modules it passed and the ballistic analysis
X-ray killcam: the resolved shell path, struck plate, effective protection, penetration result, damaged modules, and crew.
A Leopard 2A7V fires in a Standard battle on Sirocco Wadi, the muzzle flash in frame
Physical gunnery: finite world aim, bore convergence, resolved muzzle transform, visible recoil, dispersion, travel time, and gravity.
A T-90 burns on the road above the fjord
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

A Merkava Mk 3D fires at Sunscar Oasis
Thirty worlds: terrain, roads, structures, foliage, fog, sky, lighting, cover, collision, minimap, and dedicated-server descriptors.
Roof tiles rain down as a PL-01 fires up the street
Shared world kit: destructible buildings, camps, wreck families, debris, utility lines, loose physical props, and narrow hitboxes.
The Tank Gallery showing a T-90M Proryv and its technical dossier
Tank Gallery: search 222 production vehicles, orbit and articulate the current vehicle rig, inspect armor, modules, and crew, and export exact-surface review packets.
The Garage's photo mode: a first-party procedural Challenger 3 alone on the turntable
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.

Ten Garage environments

All ten Claude of Tanks Garage environments shown with a varied non-Abrams fleet and the current Garage interface

The Garage is its own authored presentation system. Verdant retains the enclosed Motor Pool; the other nine locations use lightweight scene packs derived from a real battlefield's terrain, structures, PBR materials, detailed trees, approach route, horizon, sky, and atmosphere without loading that battlefield. One immutable hero pose keeps the tank and camera comparable across the complete set, while connected maintenance stations, heavy-lift equipment, real fleet exhibits, and full-detail tank parts establish a distinct service story around every platform.

The release gate reviews every location from four orbit angles and responsive layouts, rejects unsupported or floating parts, certifies geometry-derived structure collision, and requires a score of at least 90/100 with bounded draw calls, triangles, transitions, cache residency, and repeated-cycle memory. See the Garage environments guide for the complete visual, lifecycle, and verification contract.

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.

The gunner's sight at four-power zoom on a Leopard 2A4 beside a windmill, drawn through the production 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

LAN and private rooms run their match in the host commander's browser over WebRTC and use the shared renderer-free movement and combat rules. No database or dedicated game server is required; Internet rooms meet through a small rooms Worker (seats, signaling, host migration), and restricted networks may need TURN relay. See Multiplayer v2. 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.

Two players' live screens from one private room on Tarkhan Steppe: a Challenger 3 and a T-90M facing each other

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 / battle diagnostics / menu | L / F9 / 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

For procedural vehicle creation, use the tank-generation handbook: source-file and Gallery-markup intake, measured geometry and negative space, independent review gates, reusable agent briefs, and handoff templates.

Scene Studio icon Camera path icon Capture icon

The Scene Studio composing a battle scene 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
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/site50-r14/archive.json is the source archive (the fifty frames and every take's two stills); 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.

Contact sheet 1 of the fifty frames, frames 1 through 10
Review sheet 1: ten of the fifty frames, each a 4K render of a moving scene with its motion blur.
Contact sheet 2 of the fifty frames, frames 11 through 20
Review sheet 2: the next ten, as the manual shows them beside the battle takes.

The manual shows all five sheets; docs/SHOWCASE-LIBRARY.md records the library and how it is built.

Selected field frames

The landing page publishes a larger responsive mosaic. This smaller wall samples the site fifty's key moments and close portraits without repeating the hero's frames.

A T-14 Armata advances past the barns of Verdant Fields A Challenger 2 leads a Ukrainian column returning fire across the fields at sunset A T-90SM wedge assaults through the burning fields A T-62MV-1 is knocked out by the caravanserai
TOS-1A launchers fire a rippling salvo in the Ironworks yard at night A KF51 Panther charges past the farmhouse through artillery A T-80U Husarz and a PL-01 hold the village crossroads A duel on the frozen lake: a T-80U takes the hit
The line advances past the burning water tower at night A Leopard 2A6 is knocked out beside the onion-domed church at night A T-90A is knocked out at the end of a Steinburg street at night Roof tiles rain down as a PL-01 fires up the street

Browse the full archive, 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/     thirty-three 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/mp/        rooms, the wire, transports, the match client, the browser host, sessions
src/ui/        garage, battle HUD, reports, Service Record, settings, the component kit, tokens, type
src/presentation/  the public site's shell, landing, media player and the /cn build
src/docs/      the Field Manual: chapters built from the game's own tables, prerendered
src/gallery/   Tank Gallery
server/        the match actor, the LAN room helper, collision manifests, ICE, telemetry

Start with Technical overview, Product features, How it works, Multiplayer v2, Performance, Scene Studio, and Tank Gallery.

Develop and verify

npm install
npx vite
npm test
npm run test:net:v2:p2p
npm run tank:native:check
npm run build
npm run build:private

The public pages carry generated parts; after a change to a chapter, the landing, the shell or the tokens, rewrite them (each checks without --write):

node tools/docs-prerender.mjs --write
node tools/home-premiere.mjs --write
node tools/public-shell.mjs --write
node tools/gen-tokens.mjs

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.

Deploying

Production (cot.kevinliu.studio) is deployed once per round, by hand, never per commit. Git auto-deploys are disabled in vercel.json for every branch, so pushing never builds on Vercel; the release path is the prebuilt CLI deploy documented in docs/DEPLOYS.md (vercel pull --yes --environment=production → vercel build --prod → vercel deploy --prebuilt --prod), run after the release gate is green. There is no CI deploy.

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.

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