Claude OF DUTY – a browser FPS with no art assets A browser-based first-person shooter called Claude OF DUTY was built with no art assets, generating all nineteen surface textures, soldier meshes and sound effects procedurally at runtime. The game implements a hand-built HDR renderer with cascaded shadow maps, ground-truth ambient occlusion, temporal anti-aliasing and a Karis bloom pyramid, plus a custom binned-SAH bounding volume hierarchy for physics and Web Audio API synthesis for all audio. Skinned soldiers use navmesh pathing, perception and cover behaviour, with their meshes and textures generated the same way as the environment. 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.