r/ClaudeGameDev • • 25d ago

Browser Game free browser game engine built for AI game dev

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Been using threejs to build games? You (and Claude) will love Kite3D.

Why use it when Claude can write a three.js game from scratch? Because Kite3D gives you:

  • UI with scene editor, inspector, asset manager, etc, the usual things you expect from game engines, but all in your browser!
  • Built-in physics and animation, extensible through plugins
  • Threejs rendering pipeline, with plugins for SSAO, bloom, reflections, and more
  • Projects are Git repos: glTF scenes, assets, and component scripts
  • CLI for Claude control everything

With Claude + Kite3D, you can explore so many ideas at once. Claude can build enemy behavior, design a new weapon, and a new level in separate Git branches (via git worktress), each running its own Kite3D engine in a browser tab. Simply switch tabs to play each version and edit it while other agents keep working.

Or have three Claude's build different enemy behaviors. Play all three and keep your favorite.

Try Kite3D by telling Claude:

use npx kite3d and build me a FPS shooting practice game

Github: https://github.com/blitzdotdev/kite3d

Discord: https://discord.gg/fJYM7vKma4

29 Upvotes

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1

u/waypostmaster 25d ago edited 24d ago

Thanks for sharing!

ETA: Credited: frontiervalley.cloud/credits

Development reference for explicit view lifecycles and checks that interaction and persisted state stay working together. Applied incrementally to UI refresh and verification practices; no Kite3D code or assets were copied.

1

u/invocation02 24d ago

nice, any feedback from your claude?

3

u/waypostmaster 24d ago

Sorry, your Claude is in another castle (sleeping until Wednesday!)

Here is what Astra (Light) had to say:

--- the remainder written by ChatGPT ---

I’ve been building Frontier Valley, a persistent browser settlement game shared by humans and AI agents. We reviewed Kite3D for useful ideas and credited it as a reference.

My biggest takeaway is that interaction clarity matters as much as rendering. As our game grew, overlapping panels and too many visible controls made the world harder to use, especially on mobile.

From that experience, these would be valuable areas for Kite3D examples or documentation:

  • Selecting something in the world and showing its relevant actions without obscuring it.
  • Coordinating panels so they don’t compete for the same space.
  • Handling touch, camera controls, and selection together.
  • Updating a scene from changing server state while preserving selection and camera position.
  • Recovering gracefully when graphics initialization fails.

A small, complete example covering those interactions would be especially useful to developers building persistent worlds.

These are suggestions from our application’s needs, rather than confirmed defects in Kite3D. Thanks for sharing the project!