Three.js Game Development & Claude Code is NUTS
Chapters9
The host introduces Laser Nuke and explains the basic goal of launching a laser guided nuke as close to the moving target as possible.
Creator designs a quick-start Three.js game called Laser Nuke, showing off an AI-assisted dev workflow and hopeful multiplayer features.
Summary
DesignCourse host unveils Laser Nuke, a simple yet addicting Three.js game started just two days earlier. The core mechanic is launching a tactical laser-guided nuke to hit a moving target, with the challenge increasing as the landmass rotates at varying speeds each round. The video highlights the use of Claude code to generate prompts and the desire to iterate rapidly with a live in-game editor for terrain, buildings, and HUD elements. Viewers see buildings sourced from Google Maps and a configurable scene editor with sliders to fine-tune terrain amplitude, building positions, and effects like the red countdown line. The creator envisions multiplayer battles where players compete for the closest hit within a 500 ft scoring radius, and even muses about sponsorship opportunities on buildings. He acknowledges early-stage polish but emphasizes rapid experimentation, shader experimentation, and automatic commit bragging via the on-screen editor. Beyond Laser Nuke, he teases ongoing projects (Fusion Q pole projection, a landscape AI course) and reflects on balancing multiple ambitions with AI-driven coding. Overall, the video serves as a candid peek into a fast-moving indie dev workflow powered by AI tools and a willingness to ship quickly.
Key Takeaways
- The objective of Laser Nuke is to hit a moving target as precisely as possible, with scoring based on being within 500 ft of the target.
- Buildings in the game come from Google Maps and can be swapped to different cities via a configurable building panel.
- An in-game scene editor and asset editor let you fine-tune terrain amplitude, building placement, HUDs, and effects with live sliders that auto-commit.
- Claude code is used to generate prompts for AI-assisted development, enabling rapid iteration on shader effects and gameplay mechanics.
- The creator plans to add multiplayer and monetize levels through sponsorships like logos on buildings, exploring a model similar to levels.io behavior.
- The video emphasizes rapid content creation and the tension between multiple concurrent projects (Laser Nuke, Pole Projection Fusion Q, a landscape AI course).
- Despite early polish, the workflow showcases practical AI-assisted iteration, shader tweaking, and a vision for collaborative community-driven feature growth.
Who Is This For?
Aspiring Three.js game developers and AI-assisted creators who want a peek at rapid iteration, shader tweaks, and setting up quick multiplayer ideas. Ideal for fans of hands-on, in-progress dev logs and practical tips for live editors and asset integration.
Notable Quotes
"Check out my new game I started literally 2 days ago."
—Intro line highlighting how fresh the project is.
"And I'm having so much fun with it because I haven't really tested AI cuz I use Claude code to you know, prompt this thing into existence over hundreds of different prompts."
—Describes the AI-assisted workflow using Claude code.
"The objective of this game is you have to launch a tactical laser-guided nuke as close as possible to the target zone, right?"
—Outlines core gameplay mechanic and scoring idea.
"We have a building section... random city random city random city."
—Shows the building configurator sourcing cities from a panel.
"Let me show you the fireball real quick."
— introduces a visual effect and editor controls for tweaking it.
Questions This Video Answers
- how does Laser Nuke determine scoring and hit accuracy?
- what is Claude code and how is it used in game development workflows?
- can you implement in-game editors for terrain and assets in Three.js?
- how soon can you expect multiplayer functionality in small indie WebGL games?
- what monetization ideas were discussed for an indie browser game?
Three.jsLaser NukeClaude codeAI-assisted developmentIn-game editorShader effectsTerrain editorGoogle Maps assetsMultiplayer game designIndie game production
Full Transcript
Check out my new game I started literally 2 days ago. [music] All right, so [music] that is Laser Nuke. It's very early on. Like I said, I started on this literally 2 days ago. It was a Saturday morning. Today's Monday. And I'm having so much fun with it because I haven't really tested AI cuz I use Claude code to you know, prompt this thing into existence over hundreds of different prompts. And I haven't used it really for something that's like this, right? An actual game. And it is so fun. So, in case it's not obvious, the objective of this game is you have to launch a tactical laser-guided nuke as close as possible to the target zone, right?
You have to try to hit this target that kind of comes in at the beginning of each round. And it's hard because this landmass is rotating at different speeds for each round. Sometimes it's really fast and other times it's a little slower. And so, it becomes a game of anticipation. It is actually pretty addicting. Um and that's why I really want to make it even more addicting by making it multiplayer so that we can all try it and play against each other and see who comes up with the highest score. So, let's see how I do.
I'll do play a couple rounds real time, but you know, people, this is not easy. I It's just a painting it probably right there. No, 841 ft. So, you have to be within 500 ft of the target to get any points. So, let me try again. Again, a lot of stuff is not, you know, polished or anything. It's only been 2 days. Goes it goes it goes. Oh, that was a good one. Now, notice there is destruction around the simple buildings. And by the way, these buildings they're actually come from Google Maps. So, if I showed you the configuration panel right here, we have a building section.
And that building section will show you different cities. So, I can actually change to these cities. I random city, random city random city. Now, this is this isn't a post-destruction mode. But, these are all like just buildings that you might find in the center of these cities, which is actually kind of cool. Um additionally, another like a huge tip that I would say if you're going to try to create a a game like this is to have this in-game editor, scene editor, I guess you could call it, and asset editor. You can see all these different things like the terrain.
Uh I could change the amplitude of the terrain, I can change I so many different aspects of the actual terrain itself and of the buildings, of the HUD, of the fireball. Let me show you the fireball real quick. Um And the reason you want to do something like this is because you want the ability to fine-tune things on the fly with sliders that get committed automatically rather than have to having to do like, you know, do it back and forth a million times with your coding agent or something like that. Um like I said, this is so fun and what I'm going to do is on this channel and elsewhere, I'm going to document the progress and the development of this game so that hopefully within a week or two we can all play multiplayer.
And like I said, like all like five or six people like in different areas and whoever is able to get closest to the target gets the most points and wins. Now, will be successful? Probably not. Uh but monetization-wise, we could probably take the levels.io approach um and allow a company, perhaps, to put a logo on a building or something in the middle. I think that would be really cool, especially if it kind of takes off. We'll see if it does. Either way, I've already taken a lot from this um because I I wasn't sure just how good like cloud code would be at interpreting what I want for shader effects.
So, like one of the things that I had to do was like draw like this shader line from the distance. I think this can be improved. Um but another thing that I had to do, like that right there, following the contour. Oh god, this is a fast one. This little red line, by the way, that goes here means you have 7 seconds to shoot. That's going to be a bad one. Oh my god. That was 2,200 ft from it. It's addicting because you can just get in there and play as many rounds as you want.
Let me go Oh, yeah, that was a nice one. And so, like yeah, that like that little land area where it was like kind of like fiery, like all this stuff you can fig through the the configurator the configurator essentially. Um and it makes just development a lot faster. So, let me know what you think. If you guys would be interested in playing this, I'm going to be putting it up at lasernuke.com. And can you believe it? Laser Nuke. That was the first name I came up with cuz we have a laser in a nuke and I went to instantdomainsearch.com.
That's what I've been using for like 12 years and it was available. The dot com was available. Like when does that ever happen? So, I'm super excited to continue the development of this game um and I can't wait to play with other people I like in a lobby format. This is going to be really fun and I think we could probably collectively I really increase the complexity and the gameplay mechanics as a community. So, I have this project that I've been working on obviously the past couple days, but I also have the pole projection project Fusion Q.
I have it all set up and working at the first external location. I'm going to be covering the progress of that as well. And then also the course that I've been building for the landscape AI generative project. That is going to be finished this week for sure the course. So, you could take that course now and it's actually a really cool app, a serious app that I'm going to try to get, you know, make successful as well. So, here in the coming, you know, months, you know, one of the things I've been struggling on this channel is just getting regular content out because I'm working on so many projects.
The course, my business, and then all these secondary projects because as a designer I feel like I've been massively unlocked with AI coding because now I can kind of just imagine what I want and we can just build it. And that's a serious problem. AI vampirism, it's happening here, it's happening with me, and it's very it could be very detrimental because it it you can only have so much time to focus on so many things that make you money. So, I think what I'm going to be doing is I'm going to be just kind of using this channel not just for teaching all the time, but also showcasing what I'm doing and demonstrating what I'm doing so that hopefully people can have a takeaway from it and also see if I can make these things successful in one way or another.
All right, everybody, that's enough ranting. I will see you all soon and we're going to be playing this in multiplayer soon. I make sure to subscribe. I'll see you all soon. Goodbye.
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