A real-time strategy game for the browser, in TypeScript on Three.js, built in phases by Claude. This page follows it from the first frame to today: what changed in each step, why, and what it looked like at the time.
Where it stands today: the showcase first published on 24 September, kept as it was.
Pooled particles and lights, so a 40-unit fight adds about a millisecond. Units earn veterancy, artillery has to deploy, and wrecks burn before they sink.
Build-then-place: a structure builds in the sidebar, then you place it. Placed buildings assemble piece by piece, and once finished they visibly work.
Cities grow over whatever flat ground the map offers, with irregular blocks, T-junctions and roads out into the countryside. Hover traffic runs the streets. Infantry can garrison a building, and buildings collapse into rubble you can walk over.
The same generator on every world, with per-world ground, props, lighting and atmosphere. Hazy worlds get their tint in post-processing, and the map edge rises into procedural mountains.
29 procedural props in earthy and alien sets, grouped into sites like container yards, checkpoints and pylon lines. Rare ancient megastructures stand on alien maps and go unexplained.
A sidebar with category tabs, and a perspective camera you can rotate and tilt.