Case study

World War X: a playable browser fighter built with Aura3D.

World War X is an original satirical 1v1 arena fighter designed to show developers that Aura3D can power real browser-native games: responsive controls, arcade physics, primitives, particles, cinematic UI, route evidence, screenshot hooks, and deploy-ready TypeScript.

What it proves

World War X combines stylized public-leader caricature avatars, procedural arena geometry, readable HUD state, responsive keyboard input, AI opponent behavior, Article X super moves, and route-health evidence in one inspectable app route.

Why developers care

The showcase demonstrates the Aura3D workflow that matters for AI-assisted development: describe a scene, keep the generated code editable, prove it with diagnostics, and ship a static browser app that can be opened from the marketing site.

Built with Aura3D systems

01Primitives

Procedural fighter bodies, fight floors, glow rails, summit screens, projectiles, and Article X halos.

02Materials and lights

Emerald bloom, cinematic rim lights, metallic floors, emissive rails, and arena-specific palettes.

03Game state

Match timers, influence bars, guard, meter, movement, jump, dash, hitboxes, projectiles, and AI intent.

04Evidence

Machine-readable route manifest, content-safety checklist, performance budgets, poster capture scenarios, and deploy checks.

Asset policy

World War X uses original stylized GLB fighter assets generated for this showcase and referenced through typed Aura3D asset keys. Production character packs should follow the same path: create or license the GLB, register it with the Aura3D CLI, import the generated typed asset reference, and pass it to model(assets.fighterName).

npx @aura3d/cli@latest assets add ./assets/fighter.glb --name fighterDealbreaker