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坦克的克劳德
基于浏览器的免费原生装甲战斗游戏,使用 Three.js 构建。操控 219 辆生产可见的一方程序化载具,穿越 33 个战场,享受物理炮击、板级装甲、内部损伤、导弹制导、弹匣自动装填、地形跟随悬挂、X 光击杀回放、多玩家房间和场景工作室。
PLAY |
FIELD MANUAL |
TANK GALLERY |
SCENE STUDIO |
ENGINEERING DOCS |
这些是手工制作的、确定性的场景,由当前的游戏渲染器捕捉——不是概念艺术。88帧展示档案包含13个由所有者选择的场景、30帧动作、30个近景前景构图、五帧导演工作室镜头,以及十个界面状态。着陆选择记录了六帧英雄镜头、特色片段、五个摄像轨道影片、24镜头马赛克,以及现已在网站发布的导演Strv 122对Leclerc序列。
战斗、检查和指挥
- 战斗: 进入标准战斗、夺旗、区域控制、低重力武装极速球、重力模式、合作无尽兽群,或在单人或多人模式下进行六次行动的前线突袭战役,具备物理弹道行程、装甲几何、组件损伤、侦查、地形、碰撞、可破坏结构、持久残骸、特定模式重生以及官方拥有的结果。
- 检视: 打开坦克画廊中的任意车辆,操作活体装置,隔离装甲或内部构造,并从战斗中使用的相同规格导出精确表面评审包。
- 指导: 在场景工作室中,将任意名单车辆部署到任意战场,动画化演员和摄像机,安排游戏特效,并从可复现的场景数据中捕捉静态图像或视频。
当前版本
| 当前运行时 | |
|---|---|
| 队伍 | 219 辛方程序化车辆在生产和本地开发中;0 个 GLB 来源可玩内容 |
| 世界 | 33 个已创作战场,包含共享结构、残骸、公共设施网络、散件道具、布置、碰撞和破坏 |
| 权限 | 固定 60 Hz 的移动、弹道、装甲、伤害、侦测、机器人、可破坏物体和结果 |
| 展示 | 直接 Three.js/WebGL 渲染器,测试路径测得 120 FPS,自适应质量、稳定阴影、SMAA/FSR 及 GPU 恢复 |
| 游戏 | 十三种战斗模式、单人机器人、浏览器托管私人房间、局域网房间、房间聊天、旁观者、重生和复赛 |
| 平台 | 鼠标/键盘和完整触控控制,带安全区域布局及设备自适应渲染 |
| 语言 | 游戏、车库、工作室、画廊及公共文档提供英语和简体中文;本地审核目录由通用翻译管理 |
| 工具 | 场景工作室、坦克画廊、精确表面审查、确定性捕捉、车辆解剖和发布关卡 |
语言选择位置在 设置 → 语言 → 语言。请参阅 本地化指南 了解覆盖范围、意图排除项、通用翻译工作流程及发布关卡。
来源关卡当前报告 219 个辛方程序化战斗可玩内容和 0 个 GLB 来源可玩内容。比较输入从不会成为可玩加载路径,并且会从公共版本中删除。
现场拍摄
下面的每个画面都打开了一个从游戏中录制的循环 WebM。相机轨道使用实时载具、地图、弹道、后坐力、撞击、火花、烟雾、碎片和破坏效果。
OPEN THE FULL LANDING SHOWCASE
特定车辆的机制
The fleet does not reduce every vehicle to the same gun and movement model. Specifications can add their own loading, guidance, suspension, ammunition, anatomy, and control behavior while remaining inside the fixed-step authority.
Swedish siege suspension: the Strv 103A, Strv 103B, and UDES 03 aim their fixed guns by pitching the physical hull. Wheels and both loaded track runs reshape around the solved pose. |
Guided weapons: the MBT-70 fires the Shillelagh as its primary round. IFVs carry vehicle-specific TOW, MILAN, Spike, Konkurs, Arkan, and Jyu-MAT launchers. |
Internal anatomy: the Gallery shows crew, gun, turret ring, engine, fuel, ammunition, tracks, optics, radio, and vehicle-specific feed or missile systems. |
One shared fleet: battle, garage, Gallery, Studio, bots, icons, diagrams, and technical dossiers read the same vehicle specifications—219 in production and local development. |
- Magazine autoloaders track ready rounds, intra-magazine cycle time, full replenishment, manual magazine reloads, shell changes, and damage to the loading mechanism. The Leclerc, Type 90, PL-01, and four-round PL-01 105 each carry their own magazine timings.
- Guided missiles travel at visible weapon-specific speeds and steer toward the authority-owned aim point. Launcher damage, rack damage, ammunition count, reload state, guidance, impact, and presentation all remain synchronized.
- Hydropneumatic aim uses the same canonical pose for armor, muzzle, collision, wheels, tracks, remote snapshots, and the camera; there is no separate visual-only tank tilt.
- Free look keeps the sight and turret on target while the camera moves. Hold
Shifton keyboard,RBon a standard controller, or assign another binding in settings.
战斗系统
Battle HUD: dual reticle, ammunition, modules, teams, minimap, chat, performance, and authority-owned combat feedback. |
X-ray killcam: the resolved shell path, struck plate, effective protection, penetration result, damaged modules, and crew. |
Physical gunnery: finite world aim, bore convergence, resolved muzzle transform, visible recoil, dispersion, travel time, and gravity. |
Destruction: fire, sparks, smoke, detached remnants, persistent wreck state, and pooled effects driven by the completed hit. |
- Plate-level armor resolves the actual plate, slope, impact angle, normalization, ricochet, overmatch, spaced armor, composites, ERA, and separate kinetic/chemical protection.
- Five ammunition families model muzzle velocity, gravity, penetration loss, ricochet, and damage differently.
- Internal anatomy tracks crew, ammunition racks, engine, fuel, gun, turret ring, optics, radio, and tracks.
- Tank-specific mobility combines drivetrain, terrain resistance, per-wheel support, suspension-damped hull attitude, flexible terrain-following tracks, collision, ramming, and crushable cover.
- Real battlefield knowledge combines view range, concealment, movement/firing bloom, foliage, radio sharing, and the 15 m bush rule. Multiplayer authority filters hidden enemies before serializing a snapshot.
世界和车辆设计
Thirty worlds: terrain, roads, structures, foliage, fog, sky, lighting, cover, collision, minimap, and dedicated-server descriptors. |
Shared world kit: destructible buildings, camps, wreck families, debris, utility lines, loose physical props, and narrow hitboxes. |
Tank Gallery: search 219 production vehicles, orbit and articulate the current vehicle rig, inspect armor, modules, and crew, and export exact-surface review packets. |
Shared vehicle specification: geometry, armor, modules, gun limits, ammunition, mobility, garage cards, bots, icons, diagrams, Gallery, and Studio. |
Every playable hull, turret, gun, fitting, suspension, road wheel, and track run is assembled by the repository's first-party vehicle pipeline. Vehicle changes pass combat-anatomy receipts, generated technical diagrams, geometry checks, visual fingerprints, and a targeted release gate.
Ten Garage environments
The Garage is its own authored presentation system. Verdant retains the enclosed Motor Pool; the other nine locations use lightweight scene packs derived from a real battlefield's terrain, structures, PBR materials, detailed trees, approach route, horizon, sky, and atmosphere without loading that battlefield. One immutable hero pose keeps the tank and camera comparable across the complete set, while connected maintenance stations, heavy-lift equipment, real fleet exhibits, and full-detail tank parts establish a distinct service story around every platform.
The release gate reviews every location from four orbit angles and responsive layouts, rejects unsupported or floating parts, certifies geometry-derived structure collision, and requires a score of at least 90/100 with bounded draw calls, triangles, transitions, cache residency, and repeated-cycle memory. See the Garage environments guide for the complete visual, lifecycle, and verification contract.
渲染器、驱动程序和性能
The renderer treats quality as a device contract instead of a single desktop preset. It selects a GPU/driver-aware profile, caps pixel density, prewarms shader paths, adapts costly effects, and can recover from a black frame or WebGL context loss. The current presentation path combines:
- four quality-scaled, stable texel-anchored shadow cascades with articulation-aware tank shadow hulls;
- fused output grading, anti-aliasing, adaptive render scale, fog/atmosphere, and bounded transparent depth work;
- instance/batch paths for repeated world objects, pooled particles, and explicit GPU resource disposal;
- reusable hot-loop scratch state, fixed-step simulation, render interpolation, and high-refresh presentation;
- an in-game diagnostics surface for FPS, ping, frame timing, draw calls, triangles, memory, network telemetry, quality, and renderer/driver identity.
The renderer reached 120 FPS on the certified test hardware. Actual performance depends on refresh rate, browser, thermal limits, GPU and driver, resolution, and quality level. Combat rules remain fixed at 60 Hz at every render rate.
Presentation: high-resolution scope, stable shadowing, post AA, bounded depth copies, and readable combat overlays. |
World rendering: authored layouts and detailed environments use adaptive quality, instancing, culling, and streaming. |
多人游戏
LAN and private rooms run their match in the host commander's browser over WebRTC and use the shared renderer-free movement and combat rules. No database or dedicated game server is required; Internet rooms meet through a small rooms Worker (seats, signaling, host migration), and restricted networks may need TURN relay. See Multiplayer v2. Clients send intent, never trusted hits or damage. Snapshot filtering, local prediction/reconciliation, bounded remote interpolation, reliable fire edges, reconnectable room state, and separate control/chat delivery keep a moving and firing 7v7 battle responsive without giving the client authority.
Two screens, opposing sights: paired live 1v1 captures preserve the real battle HUD, authoritative simulation, filtered snapshots, and each commander's view.
Controls at a glance
| Action | Keyboard and mouse | Standard controller |
|---|---|---|
| Drive and steer | WASD or arrow keys |
Left stick |
| Aim and fire | Mouse + LMB |
Right stick + RT |
| Precision sight | Hold RMB by default; wheel in also enters |
LT |
| Free look without moving the turret | Hold Shift or Left Alt |
RB |
| Select ammunition | 1 / 2 / 3 |
D-pad |
| Vehicle-specific action | E |
LB |
| Reload a partial magazine | C |
Remappable |
| Consumables | 4 / 5 / 6 |
Remappable |
| Handbrake | Space |
A |
| Shot log / performance / menu | L / F8 / Esc |
Interface controls |
Every desktop action is remappable. RMB can use hold-to-aim, toggle-aim, or classic free-look behavior. Touch devices receive dedicated movement, aim, scope, fire, ammunition, equipment, and special-action controls rather than a scaled desktop HUD.
制作工具
For procedural vehicle creation, use the tank-generation handbook: source-file and Gallery-markup intake, measured geometry and negative space, independent review gates, reusable agent briefs, and handoff templates.
Scene Studio works with the runtime rather than a separate cinematic renderer. Vehicles, camouflage, camera, lighting, recoil, tracers, explosions, sparks, smoke, debris, wreck state, and timeline events remain scene data. A saved scene can be replayed, scrubbed, edited, exported as JSON, captured as a high-resolution still, or recorded as a video.
Regenerate the current public archive:
npm run shots:battle:generate
npm run shots:battle:grade -- --root shots/marketing-battles-r3
npm run studio:action:render
npm run showcase:publish
npm run showcase:check
npm run landing:media:publish
The capture harness serializes concurrent jobs, starts a clean local game, verifies the requested state, and records current rendering diagnostics. public/media/showcase-r1/manifest.json defines the source archive; public/media/landing-r1/manifest.json records the public hero, rail, mosaic, and Studio selections with their actor, effect, duration, dimensions, and byte receipts.
The same run is reviewed in contact sheets before any frame becomes a 4K master. These collection views make weak silhouettes, obstructed cameras, repeated compositions, and overpowered effects obvious before automated grading.
Action review: ten multi-tank compositions inspected together. |
Foreground review: anchor-tank readability checked against battle depth. |
Open all six review sheets and the complete admission contract.
选定的现场镜头
The landing page publishes a larger responsive mosaic. This smaller wall samples the action and foreground collections without repeating the six hero frames.
Browse the full showcase manifest, open the public Tank Gallery, or build a new shot in Scene Studio.
架构
controls ──► deterministic authority ──► filtered state + reliable events ──► presentation
│ │
├─ movement / terrain / collision ├─ procedural vehicles
├─ aim / ballistics / armor / anatomy ├─ tracks / suspension / FX
├─ spotting / concealment / bots ├─ HUD / audio / killcam
└─ destructibles / match result └─ Three.js / post / Studio
src/engine/ renderer, camera, lighting, post, quality, telemetry, GPU recovery
src/world/ thirty-one maps, terrain, vegetation, props, collision, destruction
src/vehicles/ specs, procedural geometry, materials, profiles, asset verification
src/sim/ DOM-free movement, aiming, ballistics, armor, damage, spotting
src/game/ local composition, bots, input, profile, killcam, Scene Studio
src/mp/ rooms, the wire, transports, the match client, the browser host, sessions
src/ui/ garage, battle HUD, reports, settings, diagnostics, touch controls
server/ the match actor, the LAN room helper, collision manifests, ICE, telemetry
Start with Technical overview, Product features, How it works, Multiplayer v2, Performance, Scene Studio, and Tank Gallery.
开发与验证
npm install
npx vite
npm test
npm run test:net:v2:p2p
npm run tank:native:check
npm run build
npm run build:private
The public build strips quarantined comparison assets. Simulation, networking, browser multiplayer, maps, collision, destruction, rendering policy, UI, mobile controls, vehicle provenance, anatomy, generated assets, and both build variants have executable checks.
部署
Production (cot.kevinliu.studio) is deployed once per round, by hand, never per commit. Git auto-deploys are disabled in vercel.json for main and codex/*, so pushing never builds on Vercel; the release path is the prebuilt CLI deploy documented in docs/DEPLOYS.md (vercel pull --yes --environment=production → vercel build --prod → vercel deploy --prebuilt --prod), run after the release gate is green. There is no CI deploy.
鸣谢与许可
Kevin B. Liu created, designed, and directed the project. Claude and Codex assisted with research, vehicle authoring, simulation, networking, design, performance, quality assurance, documentation, and deployment. They are development tools, not co-authors or copyright holders.
All gameplay code and every selectable procedural vehicle model are original first-party work by Kevin B. Liu. The repository is MIT-licensed by default, with procedural vehicle and battlefield source, fleet and map data, generated game assets, capture recipes, authored media, and first-party branding expressly excluded as proprietary Reserved Content. Earlier public revisions remain available under the MIT terms under which they were released. See LICENSE, LICENSE-POLICY.md, NOTICE.md, and docs/ATTRIBUTION.md before reusing any file. External models may be retained only as quarantined research references; they are never loaded as playable geometry.
- 本文标题:Claude-of-Tanks - 一个类似《坦克世界》风格
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- 站点出处:本文首发于 OneTwoOne,收录自 GitHub 开源项目 Kevin-Liu-01/Claude-of-Tanks。
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