UFO WORLD COMMAND

One server-authoritative battlescape, two WebGL presentations. Voxel walls, doors and windows actually break; every item has a unique id, a graphic and real inventory rules. The browser only sends intents — movement, line of sight, hit rolls, destruction and the alien AI all resolve on the C++ server.
SERVER ONLINE · IN-MEMORY BATTLE
PROTOTYPE A

Low Poly

Orthographic toy-board camera, chunky flat-shaded voxels, warm tactical palette. Reads like a tabletop diorama: clean silhouettes for cover, doors, windows and hit holes.

ORTHOGRAPHICFLAT SHADINGVOXEL DIORAMAINVENTORY HUD
ENTER LOW POLY BATTLESCAPE
PROTOTYPE B

Ultra Realistic

Perspective camera, PBR materials, soft shadows, atmospheric fog and dust. Same voxel damage data, cinematic presentation: concrete spalls, glass shatters and doors splinter.

PERSPECTIVEPBR + SHADOWSATMOSPHEREINVENTORY HUD
ENTER ULTRA REALISTIC BATTLESCAPE
Both pages connect to the same running battle, so you can open them side by side and watch one renderer confirm the other. Actions: click a soldier, then a floor tile to move, an alien or structure to fire. Right-drag orbits, middle-drag pans, wheel zooms. Manage weapons, ammo, armor, medkits, grenades and transfers in the loadout panel.
Classic 2D isometric prototype  ·  Style studies