Free-roam armored warfare rendered live in the browser — pure Three.js, no installs, no accounts. Every frame below was shot inside the engine.
Thirty scenes were staged, graded on five axes and re-shot until the set held — 7.62 average, nothing under 7.0. The keepers live here. No offline renderer, no paint-over: what the gallery shows is what the game draws.
A square kilometre apiece, hand-tuned end to end — terrain splats, vegetation hues, prop kits, sky and post grade. Golden hour in the streets, alpine glare on the ice, sodium haze over the sidings.
Press F8 in the garage — or hit /studio — and the battle map goes fully live with no battle sim: just you, the fleet, the effects language and a free camera. Every gallery frame above came out of this rig.
The studio is a first-class game mode: the chosen battlefield with terrain, vegetation, sky and post all live — no AI, no spotting, no HUD chrome — plus placeable actors with full pose control and the game's real effects language.
Under the paint is the deep end: plate-level armor with slope and ricochet gates, the real WoT concealment formula, per-module damage and a five-bus sound stage with a radio crew. These frames are pulled straight from play.
Every hull is being rebuilt against reference geometry and published dimensions. A tank ships only when it clears the dual gate: every measured component at ≥ 90, and an independent critic at ≥ 9/10 on every view for shaded parity.

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