A cyberpunk FPS tech demo that runs entirely in the browser, built in 3 days via vibe coding with multiple LLMs. It features procedural generation, WebGPU rendering, and fully synthesized audio.
VibeFPS (working title) is a browser-based cyberpunk first-person shooter tech demo. No install, no download, no CDN: it runs straight from GitHub Pages and everything is generated procedurally at runtime. ▶️ Try it live: https://rudesssolo.github.io/vibeFPS/ Stack: Three.js (WebGPU renderer) + Cannon.js physics + Web Audio API (all vendored locally, fully offline). What's in it: A neon-lit night arena with procedural buildings, animated sign flicker, rain, reflections, bloom, ambient occlusion, film grain and cinematic color grading. > Wave-based combat against sentinel drones that patrol, engage, telegraph their attacks and evade your shots. > Apex units - a unique elite ends every wave, from a cycling roster that gets stronger each cycle > 100% procedural audio (Web Audio API): music, ambience, spatialized drone sounds, wave stingers, a critical-health heartbeat (no MP3/WAV assets). > A tactical HUD with mission progress, radar, health/shield/stamina, ammo, telemetry and target markers, plus a dedicated boss bar. > Auto / Ultra graphics profiles with persistent settings. Some notes: > I have no experience in game design WHATSOEVER. Let alone 3d games. > It's a tech demo / prototype done in 3 days of non-continuous vibe coding with different LLMs (GPT 5.6 on Codex, Kimi K3 and DeepSeek v4 on Cline), obviously not a finished game by any means. It has a start screen, one arena and several enemies waves and bosses. > It SHOULD WORK also on PHONES. Try it at your risk :) > The repo is source-available on GitHub (currently no license, I'll add one if there's interest). --- I'd love feedback on the feel, the difficulty curve, and whether the WebGPU-only choice is a dealbreaker for you. Thanks for checking it out!
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