TheZoneXR is a modern, browser-based homage to Atari Battlezone with a practical development strategy:
- Build a solid desktop-playable game loop first.
- Keep the architecture WebXR-first so the same core gameplay maps cleanly into immersive mode.
The primary target is WebXR gameplay from a tank cockpit perspective, with desktop mode acting as the fast iteration environment for movement, aiming, combat, and battlefield flow.
In short:
- Desktop = fast development and tuning.
- WebXR = primary end-user interface.
- Tank movement tuned for heavy, deliberate motion.
- Structured battlefield lanes inspired by classic Battlezone.
- Enemy tanks with wave-based loop management.
- Projectile and collision systems shared across desktop and XR contexts.
- UI/cockpit layers that can degrade gracefully between input modes.
W/SorArrow Up/Arrow Down: move forward/reverseA/DorArrow Left/Arrow RightorQ/E: turnSpace(hold): charge cannonSpace(release): fire
Serve over HTTP(S), do not use file://.
Example:
php -S localhost:8077Then open:
WebXR/WebGL assets and browser security policies can break behavior when loaded directly from disk. Local server hosting avoids those issues and matches production behavior.
- A-Frame
- Three.js (via A-Frame)
- Vanilla JavaScript components for gameplay systems
- Lock desktop gameplay feel (movement, aiming, firing, enemy behavior).
- Align cockpit UX with classic Battlezone readability.
- Harden WebXR input paths (controllers + hand tracking).
- Improve tank/enemy fidelity while preserving frame budget.
Open source, public repository.