Claude of Tanks Developer Kevin Liu released Claude of Tanks, a free browser-native armored combat game built with Three.js that ships 171 production-visible first-party procedural vehicles across 30 authored battlefields. The game runs a fixed 60 Hz authority for movement, ballistics, armor, damage, spotting, bots, and results, with a measured 120 FPS test path, five battle rules, solo bots, browser-hosted private rooms, and English and Simplified Chinese localization. A provenance gate reports 181 first-party procedural battle playables, 0 GLB-sourced playables, and 7 tracked external comparison models that are stripped from public builds. Free browser-native armored combat built with Three.js . Take 171 production-visible first-party procedural vehicles across 30 battlefields with physical gunnery, plate-level armor, internal damage, guided missiles, magazine autoloaders, terrain-following suspension, X-ray killcams, multiplayer rooms, and Scene Studio. | PLAY https://cot.kevinliu.studio/ | FIELD MANUAL https://cot.kevinliu.studio/docs | TANK GALLERY https://cot.kevinliu.studio/gallery | SCENE STUDIO https://cot.kevinliu.studio/studio | ENGINEERING DOCS /Kevin-Liu-01/Claude-of-Tanks/blob/main/docs/INDEX.md | These are handmade, deterministic scenes captured with the current game renderer—not concept art. The 88-frame showcase archive /Kevin-Liu-01/Claude-of-Tanks/blob/main/public/media/showcase-r1/manifest.json contains 13 owner-selected scenes, 30 action frames, 30 close foreground compositions, five directed Studio frames, and ten interface states. The landing selection /Kevin-Liu-01/Claude-of-Tanks/blob/main/public/media/landing-r1/manifest.json records the six hero frames, feature reel, five camera-rail films, 24-shot mosaic, and directed Strv 122 versus Leclerc sequence now published on the site. - Fight: enter Standard Battle, Capture the Flag, Zone Control, armed super-speed Turbo Ball, or cooperative Endless Horde 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. - 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 runtime | |---|---| | Fleet | 171 production-visible and 208 keyed local-development procedural vehicles across 210 saved roster records; 0 GLB-sourced playables | | Worlds | 30 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 | Five battle rules, solo bots, 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 → Graphics → Language . See the localization guide /Kevin-Liu-01/Claude-of-Tanks/blob/main/docs/LOCALIZATION.md for coverage, intentional exclusions, the General Translation workflow, and release gates. The provenance gate currently reports 181 first-party procedural battle playables, 0 GLB-sourced playables, and 7 tracked external comparison models with exact source records . Comparison inputs are never a playable loading path and are stripped from public builds. 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. |