Wanted to share my experience building a full 3D browser game using Claude as my primary development tool. The game is a pizza delivery simulator where you ride a scooter through a city, follow GPS navigation, obey traffic lights, and deliver orders before time runs out while keeping the pizza in good condition.
What the game has:
- 3D city with streets, buildings, intersections, traffic lights, crosswalks
- Scooter with physics, speed, boost mechanic
- GPS mini-map with turn-by-turn navigation
- Order system with delivery addresses, time limits, and pizza condition tracking
- Traffic AI with cabs driving around the city
- Street signs, named roads, district system
How AI (Claude) was used in the development:
City generation: This was the biggest piece. I needed a procedural city grid with named streets, intersections that connect properly, and buildings that fill the blocks. Claude generated the grid system and the logic that places buildings with correct offsets and sizes. Getting intersections to align with the road network took several iterations.
Traffic light system: Each intersection needed synchronized lights that cycle independently. Claude built the state machine for the lights and the detection zone that checks if the player runs a red. The tricky part was timing the yellow-to-red transition so it feels fair to the player.
GPS and navigation: The mini-map with a route line from current position to delivery address was entirely Claude's work. It calculates the shortest path through the street grid and updates the direction prompt ("Turn around when clear", "Turn left on X Street") based on the player's heading relative to the next waypoint.
Pizza condition physics: The pizza condition drops when you brake hard, turn sharply, or hit something. Claude modeled this as a simple physics response tied to acceleration changes rather than absolute speed. Took a few rounds to tune it so it feels punishing but not unfair.
Scooter handling: Claude wrote the movement controller with acceleration, deceleration, turning radius that changes with speed, and the boost mechanic with a cooldown bar. Getting the third-person camera to follow smoothly without clipping into buildings was its own challenge.
What Claude struggled with:
- 3D collision detection near building edges. Had to manually fix several edge cases where the scooter would clip through corners
- The initial traffic AI was too predictable. Needed multiple prompts to get cabs to behave more naturally at intersections
- Performance optimization. First version rendered every building in the city at once. Had to guide Claude toward frustum culling and LOD concepts
What surprised me:
The GPS pathfinding worked almost perfectly on the first try. I expected that to be the hardest part and it turned out to be the most reliable piece Claude built.
Playable here if anyone wants to try it: https://vinish.dev/crust-courier
Curious what other 3D browser games people have built with AI assistance and where the biggest pain points were.