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Maad Maxxing: Procedural Desert Combat in Three.js and WebGPU

Maad Maxxing: Procedural Desert Combat in Three.js and WebGPU

Details

Title
Maad Maxxing: Procedural Desert Combat in Three.js and WebGPU
Published

What it is

There is no road. There are no brakes. There is a wireframe buggy kicking up dust across a procedural wasteland, nitro flaring, kills ticking up, and a storm that actually feels like weather. MAAD MAXXING is a short, loud Mad Max pastiche built entirely in code. No models, no textures, just Three.js and WebGPU generating the vehicle, the terrain, the explosions, and the canyon walls that close in around you. The first three stages are playable right now. You drive, you boost, you try not to die, and the whole thing resets fast enough that the chaos stays funny instead of punishing.

Andrew Blumson made it with Fable 5.2 and ElevenLabs for the audio,. He does this kind of thing a lot: browser games that treat the GPU like a sketchbook instead of a delivery vehicle. Everything that moves or explodes is generated on the fly, which keeps the look raw and the download tiny. Open the source if you want to see how the stages are assembled. Or just play the canyon stage until the camera shake feels normal.

How it’s made

Technology
WebGPU
Framework & Tool
Three.js
Domain
GameIndie

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