---
title: "Wild Fields 1648"
url: "https://aigamehub.app/ja/games/wild-fields-1648-052369"
source: "https://github.com/0xInsiderhq/wild-fields-1648"
source_type: "github"
play_url: "https://0xinsiderhq.github.io/wild-fields-1648/"
platform: "desktop"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude"]
game_languages: ["en"]
author: "0xInsiderhq"
author_handle: "0xInsiderhq"
category: "アクション"
categories: ["action", "simulation"]
tags: ["cossack", "open-source", "procedural-generation", "rts", "threejs", "webgl"]
added: "2026-10-24T02:45:36.873Z"
updated: "2026-10-24T02:46:11.282Z"
locale: "ja"
content_locale: "ja"
---

# Wild Fields 1648

1648年のウクライナ草原を舞台にしたブラウザRTS：コサックの町を築き、資源を集め、歩兵、騎兵、野砲を訓練し、敵対する町役場を破壊する。

## Description

Wild Fields 1648は、1648年のウクライナ草原を舞台にしたシングルタブのブラウザリアルタイムストラテジーゲームである。プレイヤーはコサックの町を築き、農耕し、森林を伐採し、石を採掘し、金を採掘し、その後、パイク兵、マスケット銃兵、コサック騎兵、野砲を訓練して、自分の町役場が破壊される前に敵対する町役場を焼き払う。シミュレーションには、建て、集め、研究し、攻撃する徐々に強化されるAI対戦相手、生育して熟す小麦、摩耗した地面の小道、切り倒されて切り株を残す木、焼失して廃墟を残す建物、関節リグと2ボーンIKを備え、歩行、走行、ギャロップの歩様を持つキャラクターが含まれる。アートには、Poly Havenの25個のCC0写真スキャンモデルとPBRテクスチャを使用し、112 MBから約9 MBに圧縮し、サウンドはコード内で合成している。three.jsで1つのブラウザタブ（デスクトップ、スキャンの読み込みに少し時間がかかる）で動作する。オフラインの単一ファイル版とビルドスクリプトがリポジトリに含まれており、作者はコードがClaude Opus 5.5によって書かれたと述べている。

## Original post

RTS on the 1648 Ukrainian steppe, written by Claude Opus 5.5. three.js, 25 Poly Haven scans, every frame is code.

Topics: browser-game, claude, poly-haven, procedural-generation, rts, strategy-game, threejs, webgl

# Wild Fields 1648 A real-time strategy game set on the Ukrainian steppe in 1648, written by Claude Opus 5.5 and played in one browser tab. Raise a Cossack town, farm, fell forests, quarry stone, mine gold, train pikemen, musketeers, Cossack horse and field guns, and burn the rival town halls before they burn yours. **[Play it in your browser](https://0xinsiderhq.github.io/wild-fields-1648/)** · desktop, give it a few seconds to load the scans · follow the build on X [@0xInsiderf5](https://x.com/0xInsiderf5) ![Wild Fields 1648, a regiment marching through a Cossack village](media/preview.webp) ## What is in it - People on a jointed rig with two-bone IK, foot planting, gaits for walking, running and galloping horses, corpses that fall the right way - Wheat that grows and ripens, paths that wear into the ground where peasants keep walking, trees that fall and leave stumps - 25 photo-scanned models and PBR textures from Poly Haven (CC0), cut 40 to 60 times, 112 MB of downloads down to about 9 MB - AI opponents that build, gather, research and attack; a 20 minute AI vs AI match runs without errors - Burnt buildings leave ruins (log cribs, stone walls, a brick stove), new buildings clear the bushes on their plot - Sound synthesised in code, no samples ## From the first build to v3 The first build had procedural models only. v3 added 25 Poly Haven scans that Claude found and downloaded itself by driving a browser, after its sandbox could not reach the asset sites. ![v1 vs v3](media/post_before_after.jpg) ## Run it locally The page loads `assets/` with plain script and image tags, so any static server works: ```bash python3 -m http.server 8000 # open http://localhost:8000/ ``` `dist/Wild_Fields_1648_offline.html` is the same game as one 12 MB file with every scan and texture inline. It opens straight from disk. ## Build ```bash python3 build.py ``` `src/` holds the game as plain JavaScript modules (`core`, `map`, `entities`, `ai`, `game` for the simulation, `r_*` for rendering, `ui`, `audio`, `main`). `build.py` concatenates them in a fixed order into `src/shell.html` and writes `index.html` and the offline file. three.js r128 comes from cdnjs. ## Tools - `tools/assets/` the Poly Haven pipeline: weld, simplify with meshoptimizer, drop foliage cards, pack every mesh into `assets/scan_pack.js` (gltf-transform). Paths in these scripts point at the original workspace and need adjusting. - `tools/video/` how the comparison videos are made: `rec.js` records a seeded match frame by frame in headless Chromium, `interp.py` doubles the frame rate with optical flow, `compose.py` stacks two builds into a 1080x1920 video with labels. - `tests/` Playwright scripts used while building: boot, a long AI vs AI match, performance, a full match to the victory screen, screenshot sets. ## Credits - Code written by Claude Opus 5.5 (Anthropic), directed by [@0xInsiderf5](https://x.com/0xInsiderf5) - 3D models and textures: [Poly Haven](https://polyhaven.com), CC0. See [CREDITS
