Code Editor:
Cursor (powered by vibes)
Programmers:
95% Claude 3.7 Think (does all the thinking)
4% Gemini 2.5 Pro (we let it press a button once)
Graphics Engine:
Three.js (making things pretty)
Physics Engine:
Cannon-es (making things go boom)
Main Menu Music by:
Riffusion (AI with rhythm)
Main Menu Art by:
GPT-4o (visionary pixels)
3 Braincelled Team IQ:
Mustafa Beken
Total Code:
Over 33,000 lines of pure tank mayhem
Here are some key improvements and fixes currently being tested in the beta version:
Removed point lights from projectiles to improve performance during rapid fire
ADDED:
REMOVED:
UPDATED:
FIXED:
They looked great, but they were killing performance. This update significantly improves performance by removing all point lights from projectiles and weapon effects. Dynamic lighting is one of the most expensive rendering operations and was causing major FPS drops during rapid fire. The visual appearance is preserved by compensating with stronger emissive materials, larger meshes, and higher opacity values.
Name | Match Kills | Total Kills | Victories | Weapon | Progress | Ping |
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The objective is to eliminate opponents to advance through a series of weapons. Scoring a kill with the final weapon secures victory. However, if you die, you'll be downgraded by one weapon level.
Power-ups are automatically activated when collected. Currently, there are 2 types available: