---
title: "Beagle Chomp"
url: "https://aigamehub.app/ja/games/beagle-chomp-21668c"
source: "https://github.com/nunoamorim99/beagle-chomp"
source_type: "github"
play_url: "https://beaglechomp.nunoamorim.dev"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: []
game_languages: ["en"]
author: "nunoamorim99"
author_handle: "nunoamorim99"
category: "アクション"
categories: ["action", "casual", "puzzle"]
tags: ["leaderboard", "maze", "open-source", "procedural-generation", "pwa", "three.js"]
added: "2026-10-22T02:47:19.231Z"
updated: "2026-10-22T02:47:27.379Z"
locale: "ja"
content_locale: "ja"
---

# Beagle Chomp

ビーグルが36の迷路でビスケットを食べながら敵を避けるブラウザ用迷路チェイスゲーム。すべてのモデル、テクスチャ、サウンドはthree.jsを使ってコードで生成されます。

## Description

ビーグルを迷路で導き、すべてのビスケットを食べてマップをクリアし、金色の骨をかじって敵を怖がらせて食べられるようにしよう。ブラウザでプレイ可能（PWAとしてインストールも可能）で、スワイプ、サムスティック、Dパッド、キーボード操作に対応。クラシックモード（6ステージで30マップを無限に循環）とThe Journey（40の手調整レベル）、114のチャレンジ、5つのビーグルコート、11の敵と6つのテーマ、5つのパワーアップ、サーバー検証済みの共有リーダーボードを含みます。すべてのキャラクター、テクスチャ、サウンド、環境オーディオは実行時に生成されます。リポジトリにはWebフォントとアプリアイコンのみが含まれます。

## Original post

🐶 A maze-chase game with zero art assets — every character, texture and sound is generated at runtime. three.js + TypeScript, installable as a PWA, with a Hono/Postgres API that validates every score.

Topics: 3d, browser-game, claude-code, game, hono, maze-game, postgres, procedural-generation, pwa, threejs, toon-shading, typescript, vite, webgl

<div align="center"> # 🐶 Beagle Chomp **A maze-chase game where every single pixel is drawn in code.** No 3D models. No texture files. No audio files. Just TypeScript, three.js and a lot of maths. ### [▶ Play it at beaglechomp.nunoamorim.dev](https://beaglechomp.nunoamorim.dev) <img src="docs/media/menu.webp" width="300" alt="The Beagle Chomp main menu — a beagle standing under a flowering hedge arch in a garden"> </div> --- Guide a beagle around a maze, eat every biscuit to clear the map, and chomp a golden bone to turn the enemies scared and edible. It installs to your phone as a PWA, plays with swipe, thumbstick, D-pad or keyboard, and keeps a server-validated leaderboard. It is also, quietly, a study in **procedural content**: the beagle, the eleven enemies, the six board themes, the neighbourhood you can see past the maze walls, every surface texture, every sound effect and the ambient bed behind each theme are *generated at runtime from code*. The repository ships five subset web fonts and a handful of app icons. That is the complete asset list. <div align="center"> <img src="docs/media/gameplay-phone.webp" width="260" alt="Gameplay on a phone: the maze, the HUD and the garden neighbourhood around it"> <img src="docs/media/shop-beagles.webp" width="260" alt="The shop, showing the Bagel beagle coat and its perk"> <img src="docs/media/journey.webp" width="260" alt="The Journey map — forty levels as an island chain in an ocean"> <img src="docs/media/challenges.webp" width="260" alt="The Challenges screen — goals with coin rewards"> </div> <div align="center"><sub>Gameplay · the shop · the Journey · challenges</sub></div> --- ## What's in it | | | |---|---| | **36 mazes** | Every one validated headlessly — fully connected, all pellets reachable, enemies can leave the pen, no duplicates. | | **Two modes** | **Classic** — an endless 30-map cycle in six stages, each closed by a bonus level. **The Journey** — 40 hand-tuned levels: a grand tour of all thirty playable mazes, then ten levels that bend the rules. | | **114 challenges** | Goals with coin rewards across three categories and both modes. Progress is *derived* from your real run history, so the list fills itself in from games you already played. | | **5 beagles, 11 enemies, 6 themes** | Every coat carries a **power** — a shield each map, an extra life, double coins, fruit bonuses. Enemies run from a flea and a crab to a walking pizza slice and a stacked hamburger. | | **5 power-ups** | Doublers, an anchor, a star, and a shield — the one that turns a fatal hit into a survivable one. | | **Server-validated scores** | A shared leaderboard with a plausibility validator that prices every run against what the game can actually produce. | ## The interesting parts **Everything is generated.** There is no `.glb`, no `.png` texture, no `.mp3` anywhere in `src/`. Characters are built from swept solids, revolved profiles and per-triangle material groups ([`src/render/beagleSculpt.ts`](src/render/beagl
