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Live demos

Every scene runs in your browser, driven by the real GameBox modules — a demo is living proof the modules work.

All deps (three / Rapier) are vendored — zero external requests.

Snake

Pure logic

A full snake game driven by the real motion controller and play-state modules — grid movement, growth, wall/self collisions, food pickups.

Use the arrow keys to steer (click the board first).

Pathfinding

Pure logic

Real-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.

Click to move the goal · Shift-click to toggle walls.
Modules usedGridPathPlanner

Physics crowd

three + Rapier

Ten capsule agents wander an arena of obstacles; every collision is resolved by the real KinematicBatchResolver through a Rapier physics world (WASM, vendored & offline).

Auto-simulating — Rapier physics runs entirely in your browser.

Camera rigs

three

A 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.

Auto-driving showcase — no controls needed.

Factory showroom

three

Every visual-factory module builds a real three.js mesh — tree, rock, car, airplane, pickup, missile — shown on a rotating turntable with an orbiting camera.

Auto-rotating showcase — no controls needed.

Flight

three

A 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.

Auto-piloting — or click and use arrow keys to steer, Space to boost.

Character sandbox

three

Click-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.

Auto-patrolling — click anywhere on the ground to send the character there.

Race

three

A 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.

Auto-driving — or click and use arrow keys (steer / throttle / reverse), Space to boost.

Arena combat

three

An 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).

Auto-battling — or click anywhere in the arena to fire a manual shot.