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?
Originally published by Dev.to WebDev. Aggregated on AIWithGhost for educational purposes — full credit and traffic to the original publisher.