Motion Design · Jul 14, 2026
How I built a multiplayer browser arena shooter with Claude Code — workflow, netcode, and what actually worked
How I built a multiplayer browser arena shooter with Claude Code — workflow,… by oksowhaat. Watch the Motion Design video and visit the original Reddit post.
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Built a browser-based flying-car arena shooter (Quake 3 meets Descent) mostly with Claude Code over a handful of afternoons. Sharing the workflow since the "how" is more useful than the "what." **The workflow that worked:** * **Dropped a raw asset folder and let it do the heavy lifting.** I gave it a low-poly city/vehicle asset pack (.fbx) and Claude wrote a headless Blender script to batch-convert everything to GLB + a catalog JSON, then built the whole city *procedurally* from that catalog — instanced meshes, colliders, traffic. Two full maps out of one asset pack. * **Tight screenshot iteration loop.** For anything visual (cockpit, HUD, maps) I'd run it, screenshot, mark it up with arrows, and hand it back — way faster than describing changes in words, since it could see the result and fix it. * **Persistent memory across sessions** kept the netcode model, design decisions, and gotchas in context, so I never had to re-explain the architecture. **Tech:** Three.js + WebGL, a thin…
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