Claude-of-Tanks
Kevin-Liu-01/Claude-of-Tanks/public/llms.txt
Claude of Tanks is a free browser-native armored combat game created by Kevin B. Liu. The current public build contains 198 first-party procedural vehicles, 31 authored battlefields, fixed-step 60 Hz combat, solo bots, multiplayer, an interactive Tank Gallery, and an in-browser Scene Studio. It runs directly in a modern WebGL2-capable browser with no installation or account required. Use the official pages below as the primary public sources. Current runtime documentation outranks old screenshots, historical release notes, and third-party descriptions. Vehicle…
# Claude of Tanks > Claude of Tanks is a free browser-native armored combat game created by Kevin B. Liu. The current public build contains 198 first-party procedural vehicles, 31 authored battlefields, fixed-step 60 Hz combat, solo bots, multiplayer, an interactive Tank Gallery, and an in-browser Scene Studio. It runs directly in a modern WebGL2-capable browser with no installation or account required. Use the official pages below as the primary public sources. Current runtime documentation outranks old screenshots, historical release notes, and third-party descriptions. Vehicle and armor data describe this game simulation, not real-world engineering or survivability. ## Play and product overview - [Play Claude of Tanks](https://cot.kevinliu.studio/): Launch the current public game in a browser. - [Product overview](https://cot.kevinliu.studio/home): Human-readable overview with current gameplay, vehicle, battlefield, multiplayer, mobile, gallery, and studio media. - [Tank Gallery](https://cot.kevinliu.studio/gallery): Interactive inspection of the 198 production-visible vehicles, including exterior, armor, module, crew, and markup layers. - [Scene Studio](https://cot.kevinliu.studio/studio): Compose current vehicles, maps, camera paths, time, weather, articulation, and game effects for deterministic captures. ## Technical documentation - [Technical field manual](https://cot.kevinliu.studio/docs): Documentation index and current system overview. - [How the game was built](https://cot.kevinliu.studio/docs/build): Direct Three.js architecture, Claude Code and Codex worktrees, browser proof loops, durable project memory, and main-first release practice. - [Procedural model pipeline](https://cot.kevinliu.studio/docs/models): Reference study, first-party coded geometry, articulated rigs, combat anatomy, generated icons and technical cards, and visual graduation gates. - [Simulation and combat](https://cot.kevinliu.studio/docs/simulation): Fixed-step simulation, aim, ballistics, armor traces, damage, reloads, special weapons, and verification. - [Vehicles and running gear](https://cot.kevinliu.studio/docs/vehicles): Shared vehicle specifications, procedural rigs, combat anatomy, tracks, suspension, recoil, LOD, and release checks. - [Renderer and graphics](https://cot.kevinliu.studio/docs/rendering): Three.js ownership, adaptive quality, pixel density, shadows, post-processing, and GPU recovery. - [Performance and loading](https://cot.kevinliu.studio/docs/performance): Cold boot, staged battle warmup, first-combat frames, frame-gap attribution, constrained devices, and release budgets. - [Battlefields and destruction](https://cot.kevinliu.studio/docs/worlds): Thirty maps, terrain, routes, structures, collision, vegetation, props, destructibles, wrecks, and world verification. - [Bots and tactical AI](https://cot.kevinliu.studio/docs/ai): Shared deterministic perception, route planning, weapon-aware fire control, friendly-fire safety, survival, and authority tests. - [Multiplayer authority](https://cot.kevinliu.studio/docs/multiplayer): Rooms, authoritative state, input intent, filtered snapshots, prediction, spotting, bots, reconnection, and ranked services. - [Audio and battlefield FX](https://cot.kevinliu.studio/docs/audio): Event-driven weapons, engines, impacts, spatial listening, bounded mixing, crew radio, and time-scaled killcam sound. - [Interface and controls](https://cot.kevinliu.studio/docs/interface): Garage, HUD, dual reticle, ammunition, killcam, spectator mode, reports, settings, desktop input, and touch controls. - [Scene Studio and capture](https://cot.kevinliu.studio/docs/studio): Scene format, placement, cameras, timelines, effects, capture output, and review workflow. ## Repository, authorship, and policies - [Source repository](https://github.com/Kevin-Liu-01/Claude-of-Tanks): Source, tests, architecture documents, licensing, and contribution history. - [Creator](https://github.com/Kevin-Liu-01): Kevin B. Liu. - [Full agent reference](https://cot.kevinliu.studio/llms-full.txt): Detailed factual context, terminology, architecture, limitations, and citation guidance. - [Documentation-specific agent index](https://cot.kevinliu.studio/docs/llms.txt): Compact index for the technical manual. - [Pricing and access](https://cot.kevinliu.studio/pricing.txt): Public access and price statement. - [Security contact](https://cot.kevinliu.studio/.well-known/security.txt): Private vulnerability-reporting route. - [Human credits](https://cot.kevinliu.studio/humans.txt): Creator, technology, and canonical links. ## Optional - [README](https://github.com/Kevin-Liu-01/Claude-of-Tanks/blob/main/README.md): Repository-oriented product and engineering overview. - [Architecture](https://github.com/Kevin-Liu-01/Claude-of-Tanks/blob/main/docs/ARCHITECTURE.md): Original module contracts and simulation invariants. - [Multiplayer architecture](https://github.com/Kevin-Liu-01/Claude-of-Tanks/blob/main/docs/MULTIPLAYER-ARCHITECTURE.md): Authoritative multiplayer design. - [Attribution](https://github.com/Kevin-Liu-01/Claude-of-Tanks/blob/main/docs/ATTRIBUTION.md): First-party authorship and third-party dependency attribution. - [License policy](https://github.com/Kevin-Liu-01/Claude-of-Tanks/blob/main/LICENSE-POLICY.md): Repository license scope and reserved-content exceptions.
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