A single-player creative voxel sandbox built for the browser with TypeScript, Three.js, procedural worlds, passive mobs, and generated structures.
Claudecraft is an independent Minecraft-inspired sandbox focused on creative building, exploration, and procedural atmosphere. It runs entirely in the browser: the terrain is generated from a seed, chunks stream around the player, animals populate suitable biomes, and structures carry a light environmental story about the Cloudwrights.
The current 0.1.0 build is a playable technical project rather than a
Minecraft-compatible client. It has no survival loop, crafting, multiplayer, or
world persistence. The emphasis is a polished single-player creative
experience, an original browser voxel engine, and reproducible in-browser
verification.
The gallery below contains unedited captures from the running game at 1600x900. Vibrant Visuals and the optional Faithful 64x texture pack were enabled for these scenes.
Sunrise and atmosphere |
Terrain and biome depth |
Water and biome transitions |
Passive mobs |
Generated Ancient Gate and Cloudwright lore |
|
See docs/screenshots/README.md for capture standards and the reproducible screenshot workflow.
- Creative voxel gameplay: first-person movement, sprinting, sneaking, swimming, creative flight, instant block breaking, block placement, and a fixed nine-slot hotbar.
- Procedural world generation: seeded terrain shaped by continentalness, erosion, weirdness, temperature, and humidity fields with progressively streamed 16x16 chunks.
- Eleven biome types: Plains, Forest, Birch Forest, Taiga, Snowy Plains, Desert, Savanna, Swamp, Ocean, Warm Ocean, and Frozen Ocean.
- Living environments: biome-specific trees and foliage, animated water, underwater rendering, a 20-minute day/night cycle, sun, moon, stars, and drifting 3D clouds.
- Passive animals: cows, pigs, sheep, and chickens with deterministic group spawning, climate variants, lightweight local behavior, and synthesized calls.
- Generated structures: villages, temples, ruins, waystones, cairns, watchtowers, obelisks, buried archives, and rare Ancient Gates, including stable etched-stone lore fragments.
- Two visual profiles: a polished vanilla-style baseline plus optional Vibrant Visuals with tone mapping, bloom, atmospheric lighting, and cloud shadows.
- Procedural-first art: original generated block, foliage, water, and animal textures are the default. Selected Faithful 64x textures can be enabled in Settings and fall back safely if unavailable.
- Custom interface and skins: live panorama main menu, settings and pause screens, editable username, 3D player preview, and validated 64x64 PNG skin upload with local persistence.
- Synthesized audio: ambient music, footsteps, block interactions, water movement, UI feedback, and animal calls are generated at runtime with the Web Audio API.
- Node.js
20.19+or22.12+ - npm
- A modern browser with WebGL 2 and hardware acceleration
git clone https://github.com/MusaMisto/claudecraft.git
cd claudecraft
npm install
npm run devOpen the local URL printed by Vite, then select Play.
The default render distance is 12 chunks. Vibrant Visuals and the Faithful 64x Pack both start disabled and can be enabled independently from Settings.
| Action | Input |
|---|---|
| Look / capture pointer | Mouse / click the world |
| Move | W A S D |
| Jump | Space |
| Toggle creative flight | Double-tap Space |
| Fly up / down | Space / Shift |
| Sprint | Ctrl or double-tap W |
| Sneak | Shift while not flying |
| Break block | Left click |
| Place block | Right click |
| Read an etched lore stone | Right click while targeting it |
| Select hotbar slot | 1-9 or mouse wheel |
| Toggle debug overlay | F3 |
| Pause | Esc |
Terrain generation combines broad climate regions with coastlines, ocean shelves, inland plateaus, ridges, and erosion-shaped relief. Biomes control surface blocks, vegetation, tree species, animal variants, and water color. Cross-chunk generation remains deterministic for a fixed seed.
Chunk meshes use face culling, vertex ambient occlusion, biome tinting, hard voxel geometry, directional shadows, and anti-aliasing. Water animates by repainting its atlas tile without remeshing chunks. The optional Vibrant profile adds a multisampled post-processing path while preserving gameplay.
Passive mobs use fixed-tick voxel physics, simple wander and avoidance states, spawn caps, and deterministic chunk populations. Structures are planned in seeded regions and applied independently to every intersecting chunk, so large landmarks do not depend on chunk load order.
All gameplay audio is synthesized in code. Uploaded player skins use the classic-arm 64x64 PNG layout and update both the menu model and the first-person arm. The selected skin and username are stored locally in the browser.
| Area | Technology |
|---|---|
| Language | TypeScript 6 in strict mode |
| Build tooling | Vite 8 |
| Rendering | Three.js r184 and WebGL 2 |
| Procedural noise | simplex-noise |
| UI | Plain HTML and CSS overlays |
| Audio | Web Audio API |
| Textures | Canvas-generated atlas with optional Faithful 64x sources |
| Browser checks | puppeteer-core with headless Chromium/Brave |
src/
assets/ Bundled project assets and font
audio/ Music, effects, water, and animal synthesis
core/ Input, fixed-timestep loop, RNG, and events
entities/ Passive mobs, spawning, AI, physics, and rendering
player/ Player state, movement, skins, and block interaction
rendering/ Chunk meshes, textures, sky, clouds, lighting, and viewmodel
settings/ Runtime settings state
ui/ Main menu, pause/settings screens, HUD, and overlays
world/ Chunks, terrain, biomes, foliage, and structures
docs/
screenshots/ README gallery and capture notes
scripts/ Headless acceptance, soak, and capture scripts
texturepack/ Local Faithful 64x source files used by the optional pack
THIRD_PARTY_LICENSES/
Architecture and implementation decisions are documented in PLAN.md, TODO.md, and DECISIONS.md. Focused audit documents in the repository root record validation for rendering, terrain, skins, passive mobs, textures, and structures.
| Command | Purpose |
|---|---|
npm run dev |
Start the Vite development server |
npm run build |
Run the strict TypeScript check and production build |
npm run preview |
Preview the production build locally |
npm run check:structures |
Run deterministic structure acceptance checks |
npm run soak:structures |
Run the extended structure traversal soak |
Additional browser checks live in scripts/. With the development server
running on port 5173, examples include:
node scripts/browser-check.mjs
node scripts/phase4-check.mjs
node scripts/passive-mobs-check.mjs
node scripts/capture-readme-screenshots.mjsClaudecraft currently targets a self-contained creative sandbox. These limitations are intentional and should not be presented as implemented features:
- No world save/load or persistent block edits.
- No multiplayer or networking.
- No survival mode, health, hunger, combat, crafting, or inventory screen.
- No compatibility with Minecraft worlds, servers, mods, or resource packs.
Future work is tracked through TODO.md and DECISIONS.md. Larger content such
as the deferred Cloudheart Ruin may be explored later, but there is no committed
release roadmap for persistence, survival, or multiplayer.
- Audio is silent: interact with the page once. Browsers require a user
gesture before starting an
AudioContext. - Startup or chunk streaming feels slow: lower Render Distance in Settings and confirm browser hardware acceleration is enabled.
- The optional texture pack does not load: Claudecraft logs the problem and continues with procedural textures.
- The page is blank: use a current WebGL 2 browser, check the developer
console, and verify
npm run buildsucceeds.
Claudecraft can optionally use selected block, foliage, water, and passive-mob textures from the Faithful 64x Resource Pack. Faithful is created by HARYA_ and the Faithful Resource Pack community. The pack is disabled by default and no texture is downloaded at runtime.
The selected textures are used under the Faithful License, Version 3. That license requires attribution and prohibits monetizing content that includes Faithful work. See CREDITS.md for the exact mapped files and fallback behavior.
The interface bundles Pixelify Sans under the SIL Open Font License 1.1. Its license is included at src/assets/fonts/PixelifySans-OFL.txt.
The voxel engine, procedural fallback art, UI implementation, models, world generation, structures, lore, sound effects, and music are original Claudecraft work. The project logo, favicon, and default skin are bundled project assets.
Contributions are welcome. See CONTRIBUTING.md for setup, validation, pull request, and asset-licensing guidance. In brief:
- Open an issue before large architectural or content changes.
- Keep changes focused and consistent with the existing TypeScript modules.
- Run
npm run buildand the relevant browser checks. - Include validation for changes to shared world, rendering, or entity logic.
- Respect all third-party licenses and do not submit copied Mojang assets, code, audio, or other material without clear redistribution rights.
Claudecraft source code and original project materials are available under the MIT License.
Third-party assets remain under their own licenses and are not relicensed by the project MIT license. See CREDITS.md, THIRD_PARTY_LICENSES/, and the bundled font license for details.
Claudecraft is an independent Minecraft-inspired voxel sandbox. It is not an official Minecraft product and is not approved by or associated with Mojang, Microsoft, or Faithful Resource Pack.






