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.

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

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

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Character and environment models normally require artists or costly asset packs

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

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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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