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A small first-person boxing loop in the browser

I have been prototyping a free 3D first-person boxing game that runs in the browser, with no install. The hard part is not the polygon count. It is the timing window: a slip has to read as a dodge, then the counter has t

I have been prototyping a free 3D first-person boxing game that runs in the browser, with no install. The hard part is not the polygon count. It is the timing window: a slip has to read as a dodge, then the counter has to land before the opponent resets.

A few things that mattered more than I expected:

  • Input latency. A punch that feels late is just a missed button, so the hit check stays on the same frame as the animation cue.
  • Readable tells. From a first-person camera the wind-up has to be obvious, or the slip becomes a guess.
  • Short rounds. A browser tab is not a gym. Two-minute sessions keep people in the loop.

The playable build is First Person Boxing: https://firstpersonboxing.net/?utm_source=dev.to&utm_medium=referral&utm_campaign=directory

It is an independent site, not a Roblox experience. If you have shipped a browser game, how do you keep the first punch from queueing behind the animation?

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