Server-owned firefights
Hit validation, damage, health, score, and respawns are decided by the multiplayer service.
Multiplayer destruction FPS.
A server-authoritative multiplayer browser FPS built around weapon pickups, destructible arena dressing, map voting, and structurally tested environments.
Destruction Area runs real-time FPS matches in detailed Three.js arenas. The client renders the world and feedback while the server owns shots, damage, health, scoring, respawns, and match transitions.
Its map collection includes environments such as Subway and Bank Heist with map-specific spawn points, pickups, cover, and traversal. Structural checks validate important map assumptions before changes ship.
The rendering pipeline adds procedural physically based materials and post-processing while cleanup paths dispose resources safely between map builds.
Map construction is re-entrant and yields around expensive work so a rebuild does not starve the multiplayer server heartbeat.
Captured features
Capabilities
Hit validation, damage, health, score, and respawns are decided by the multiplayer service.
Subway, Bank Heist, and other maps provide distinct architecture, spawn layouts, cover, and pickups.
Players choose the next arena as a round closes, linking the map collection to match flow.
Map-placed weapons create different engagement ranges and contested routes.
Automated checks and reusable specifications guard important geometry and gameplay landmarks.
A PBR and post-processing pass improves materials while explicit disposal keeps rebuilds stable.
Under the hood
Made map builds re-entrant and prevented build work from starving server heartbeats.
Added a procedural PBR pass with safer resource cleanup.
Added a reusable specification for recreating the map across games.