# Claude OF DUTY – a browser FPS with no art assets

> Source: <https://claude-of-duty.com/>
> Published: 2026-10-08 07:20:54+00:00

01
### Renderer

                An HDR pipeline built by hand, not assembled from examples. Cascaded
                shadow maps with texel snapping and contact hardening, a depth and
                velocity prepass, ground-truth ambient occlusion, temporal
                anti-aliasing with variance clipping, motion blur, a Karis bloom
                pyramid, GPU metering and an AgX composite.
              

02
### Materials

                A texture forge that runs on the GPU. Nineteen surfaces — concrete,
                brick, plaster, asphalt, sand, rusted and painted and brushed metal,
                wood, fabric, glass — with periodic noise so everything tiles,
                height-derived normals, parallax occlusion and curvature-driven edge
                wear.
              

03
### Physics

                No library. A binned-SAH bounding volume hierarchy, a swept-capsule
                character controller with a five-plane crease stack, impulse rigid
                bodies with continuous collision, position-based ragdolls and
                multi-layer bullet penetration.
              

04
### Audio

                Synthesised through the Web Audio API with no sound files at all.
                Layered weapon fire, convolution reverb, HRTF spatialisation and
                occlusion.
              

05
### Sky

                Atmospheric scattering with a time of day, environment maps generated
                at runtime, volumetric fog and light shafts.
              

06
### Agents

                Skinned soldiers with navmesh pathing, perception, cover behaviour and
                ragdoll deaths — the meshes and their textures generated like
                everything else.
