Hey folks — sharing a small bodycam-inspired FPS shooter prototype I’ve been building purely for myself. It’s a non-commercial learning project: I’m teaching myself by trying different approaches live — rendering, physics, post-FX, gunfeel — and seeing what actually works in a playable sandbox (not a full game).
Focus is on first-person presence, post-processing, physics interaction, and gunplay VFX — the kind of slightly messy “helmet cam” look rather than a clean competitive HUD shooter.
Stack
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Three.js — WebGLRenderer, shadows, tone mapping
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Rapier 3D — player + world physics
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EffectComposer — GTAO, bloom, optional DoF, body-cam distortion, vignette, camera dirt, recoil punch, motion blur, auto exposure, crosshair, etc.
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Vite (web) + Electron (portable desktop)
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In-game debug UI with live tunables and a pass profiler
What’s in the prototype
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Walk / run / jump, flashlight, grab & drag props
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Hitscan shooting: world-locked tracers, muzzle flash, decals, impact particles
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Experimental bullet time (world/VFX slow-mo, player movement stays realtime)
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HUD notifications + a short in-game info panel
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You can load your own world GLB/GLTF from the splash screen — just keep the model scale consistent with the player (roughly real-world meters), or collision / movement will feel wrong
World models needed
I’d really appreciate any world / level models people can share or point me to. Good first-person-ready interiors/exteriors are surprisingly hard to find, and building them myself takes forever.
GLB/GLTF is ideal. If you’ve got something CC0 / redistributable (or can license it), please drop a link — I’ll credit you.
Try it
Demo: michaelchistyakov.com/projects/dusterheim
Note: first load can take a while (assets + WASM physics). Give it a minute on a slower connection.
Any feedback welcome — tell me if it feels decent or like garbage.


