Snake
Pure logicA full snake game driven by the real motion controller and play-state modules — grid movement, growth, wall/self collisions, food pickups.
Pathfinding
Pure logicReal-time A* on a grid with obstacles, using the grid path planner — the walker recomputes its route to the goal every time the map changes.
Physics crowd
three + RapierTen capsule agents wander an arena of obstacles; every collision is resolved by the real KinematicBatchResolver through a Rapier physics world (WASM, vendored & offline).
Camera rigs
threeA real PositionFollowCameraRig drives the three.js camera to chase a car around a track, with the rig's azimuth orbiting live to show its parameters.
Factory showroom
threeEvery visual-factory module builds a real three.js mesh — tree, rock, car, airplane, pickup, missile — shown on a rotating turntable with an orbiting camera.
Flight
threeA third-person chase flight where the real AirplaneMotionController flies the plane — throttle, pitch, bank-to-turn roll and afterburner boost — while AirplaneModelController maps its attitude onto the real airframe mesh and drives the JetFlame exhaust shader.
Character sandbox
threeClick-to-move third-person control: the real WorldTargetCharacterMotionController walks the character to a point and auto-faces its heading, GeneralObjectModelController maps that pose onto the mesh (kept upright), and every destination drops a real GroundClickIndicator ripple.
Race
threeA chase-cam lap around a procedurally built circuit: RaceTrackEnvironment lays out the rolling track, barriers and checkpoint gates, the real ArcadeCarMotionController drives the car (bicycle-model steering, terrain-following, boost) and CarModelController spins the wheels and steers the front axle on the real car mesh.
Arena combat
threeAn auto-defending turret holds an arena: ArenaEnvironment builds the walled floor and spawn sampler, WaveSpawnDirector paces escalating waves, ProjectileWeaponSystem decides each shot (boresight, cooldown) and ProjectileManager advances the tracers and reports hits. Enemy bodies, chase AI and meshes are hand-written (GameBox ships no enemy factory).