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AI Games

5

One admission rule: decisions, navigation, water or a procedural world must be advanced live by the running simulation, not pre-baked video or a scripted performance. Click a card to start in-page, same-origin, nothing to install. Each card states its own verifiable claim - where the live system comes from, whether the scene is generated or read from source, and which results share the same runtime data.

Under constructionThe games system is still under construction — everything listed starts in-page, and the library keeps growing.

ThreeDream FPS arena

A first-person match where every bot across from you is driven live by a policy this repo trained, the whole round stepping at a fixed 60 Hz: builtin, Rust/wasm or Rapier behind one physics interface, nothing scripted.

WASD move · mouse look · left-click fire · shift sprint · R reload · esc release

ThreeDream UE level

Unreal 5.5's first-person test map, running same-origin in the browser: the level, the materials, the lights and four weapon data assets are read out of the project's own .umap / .uasset bytes, six soldiers are driven by a four-state brain on one fixed 60 Hz step, and the sidebar lists every substitution the page had to make.

WASD move · mouse look · left-click fire · shift sprint · space jump · R reload · F pick up · esc release

ThreeDream CARLA town drive

The whole of CARLA Town10HD read out of its .umap and OpenDRIVE road bytes, 4,474 actors back on the project's own coordinates; 32 cars decide live over the same lane graph - car-following, braking, lane changes - and you sit in one of them, on the wheel or on autopilot.

W throttle · S brake · A D steer · space handbrake · T autopilot · C camera

ThreeDream factory town

The abandoned-factory town's bytes come from two places: 3,571 actors and a 509x509 landscape heightfield read out of the Unreal project's own mainmap.umap, 3,283 meshes resolved through an unlicensed content pack pinned by revision on its own mirror; six soldiers run live on a four-state patrol / engage / advance / down brain over one fixed 60 Hz step, standing at random walkable spots wave by wave and getting back up elsewhere once downed, with four guns on the ground each wave to swap for with F and a kill quota that opens the next one (?arena=0 gives the same town back without rounds); and the sidebar lists the 101 placements still missing their mesh instead of hiding the holes.

WASD move · mouse look · left-click fire · shift sprint · space jump · R reload · F pick up · esc release

ThreeDream Solis Reach

A whole mirror-salt solar city generated at runtime: 4,570 built pieces, 3,197 hillside homes, 71 heliostats and a three-ring armillary surround one live sea; 11 salt skiffs query the same heightfield that is drawn every frame, and orbit or fly cameras let you cross the scene - this is not a pre-baked tour.

drag orbit · wheel zoom · WASD fly · E Q up/down · shift boost · mouse look

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