How to build a browser FPS with Claude Code and three.js
A hobby builder used Claude Code to make Riposte, a free browser FPS. Geometry is generated in three.js, while textures and skyboxes use Poly Haven. Reference images, repeated revisions and restrictions on parallel agents shaped the work.
Suggested prompt
Suggested prompt written by Agents In Use, not the source author. Replace bracketed inputs and review tool permissions first.
Build a small browser FPS prototype in three.js from [gameplay brief]. Generate geometry directly in code and list any external textures or other assets separately. Use [reference images] for iterative revisions. Keep tasks bounded and do not launch parallel agents without my approval. Deliver a local playable build, explain networking assumptions and list untested devices and remaining bugs before I consider public hosting.
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See placements →Evidence at a glance
Sourced account- Source poster / publisher
- u/Inevitable_Salad_128
- Original account
- Read the source ↗
- Published
- Source link checked
- Reported result
- The author shared a gameplay video and a public browser game. They report code-generated geometry, an operating multiplayer architecture and repeated asset revisions. Cross-device support is a goal, not something independently established by this account.
- Human involvement
- The author sets the direction, supplies reference images, requests repeated asset revisions and changes project instructions. They acknowledge basic assets and do not claim professional game-development experience or a finished commercial release.
A linked account supports attribution. It does not mean we independently reproduced its result.
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How the agent did it
- The author asked Claude Code for a small three.js FPS and continued iterating on the result.
- They supplied reference images and revised procedural assets rather than importing separate model files.
- The author described hosting the browser client and a WebSocket relay, then shared the playable game and footage.
Inevitable_Salad_128 reports starting a small first-person shooter by asking Claude Code, in French, to build it with three.js. About a month of iteration produced a free browser game, Riposte, with a shared gameplay video and a public site. The author describes themselves as a gamer familiar with development concepts, but not a game developer.
The distinctive choice is how the geometry is made. Weapons, characters and maps are drawn directly through three.js code rather than exported model files. In comments, the author qualifies the broader claim that every visual asset is code: textures and skyboxes come from Poly Haven, and the menu background is an exception. Asset work involved supplying several reference images and repeatedly revising basic first results.
The author also describes a Vercel-hosted client and a small Node WebSocket relay on Hetzner. A player's browser runs the match, while a Postgres database on Neon and Vercel functions support accounts and progression. These are reported architectural details, not a security or scalability assessment.
Claude Code began launching parallel agents more often than the author wanted, so they added a project instruction restricting that behaviour. The outcome is a shared playable artifact, not a promise of finished quality or verified support across every intended device. This approach suits hobby builders exploring code-generated geometry who are willing to direct repeated visual revisions.
Prompt
Suggested prompt (written by Agents In Use, not the author's)
Source: Reddit · u/Inevitable_Salad_128
Frequently asked questions
Are all visual assets generated directly in code?
No. The author clarifies that geometry is generated in three.js, but textures and skyboxes come from Poly Haven. The menu background is also an exception.
What did the author change about agent behaviour?
Claude Code began launching parallel agents for many tasks. The author says they added project instructions telling it not to do that.
More details
Remaining steps
- They added project instructions to restrict Claude Code's unwanted parallel agent launches.
About this account
Claude Code implements the game and procedural models across repeated development tasks. The source reports parallel agent launches, which the author subsequently restricted. The exact tool-call sequence and level of independent testing are not documented.
Firsthand account by u/Inevitable_Salad_128: https://www.reddit.com/r/ClaudeAI/comments/1x8dg94/i_made_a_browser_fps_with_claude_code_every_3d/. Full public RSS post and returned comments captured on 19 October 2026. Body eligibility passed at 0.86. Outcomes are author-reported, not independently reproduced. Suggested prompt by Agents In Use, not the author's original prompt.
Credit: u/Inevitable_Salad_128 on Reddit
Source published
Added to Agents In Use
Source checked
Tools and topics
Claude Code · three.js · Poly Haven · Vercel · Node.js · Hetzner · Neon
browser games · three.js · procedural geometry · human iteration
Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.