The Lost Frontier

A 1792 frontier FPS that runs in-browser

A first-person shooter set on the 1792 American frontier, running entirely in the browser at thelostfort.com. Three.js rendering, Rapier3D WebAssembly physics, and AI-generated enemy models — plus a companion AR tour that places a 1770s fort reconstruction at real Western Pennsylvania historical sites.

Live
Status
thelostfort.com — no install needed
WebAssembly
Physics
Rapier3D character controller
75,000
Instanced Grass
GPU-instanced blades at 60 FPS target
99%
Model Compression
25MB AI-generated enemy model shipped at 256KB

The Challenge

Console-style FPS gameplay in a browser pushes against WebGL performance limits, physics cost, and download sizes — and for a solo developer, 3D art is normally the biggest expense of all.

Browser games have historically meant 2D or toy-grade 3D experiences

Realistic physics — collision, climbing, character movement — is computationally expensive in JavaScript

Character and environment models normally require artists or costly asset packs

Large 3D files (the master fort model is 40MB) fight against web load times

Local frontier history is invisible to people driving past the actual sites

The Solution

One codebase ships both a playable FPS and a location-based AR history tour, with AI tooling closing the asset gap a solo developer would otherwise face.

Three.js rendering: WebGL pipeline with bloom and vignette post-processing, day/night cycle, dynamic fog, and 75,000 GPU-instanced grass blades

Rapier3D WASM physics: kinematic character controller with auto-step, snap-to-ground, wall sliding, and ladder climbing

AI asset pipeline: enemy models generated with AI 3D tools, then compressed from 25MB raw to 256KB shipped via glTF-Transform and Draco

Combat loop: period weapons (flintlock pistol, tomahawk), enemies with health and attack behavior, player damage, death screen with kill count, respawn

AR history tour: QR plaques and GPS geofences trigger a 1770s fort reconstruction placed in the real world via Scene Viewer and AR Quick Look

Offline-ready PWA: a service worker keeps the AR tour working at remote historical sites with weak coverage

The Results

A live, playable 3D FPS and a field-tested AR experience, built and shipped by one developer on a single codebase.

Live and Playable

Open thelostfort.com and play — no download, no account, no install

Real Physics in the Browser

Rapier3D compiled to WebAssembly handles collision, climbing, and movement that plain JavaScript could not sustain

AI-Built Art at 1% of the Size

AI-generated enemy models cost under a dollar each to create and ship at 256KB after a 25MB raw export — measured from the actual files

AR Field-Tested On Site

The Cherry's Fort AR tour was confirmed working on Android at the real Western Pennsylvania location in April 2026

Gallery

The Lost Frontier screenshot 1

Technical Architecture

Fully client-side: a Vite multi-page build serves the game, the AR tour, and a marker-based character viewer from one repo. Rapier3D loads as WebAssembly, a Blender-to-GLB pipeline feeds glTF-Transform and Draco compression at build time, and Netlify deploys to the edge — with isolation headers scoped per-page so the Android AR hand-off keeps working.

Technology Stack

Three.jsTypeScriptViteRapier3D (WASM)Hyper3D RodinglTF-Transform + Dracomodel-viewer (AR)Netlify
Architecture Diagram

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