---
title: "Beagle Chomp"
url: "https://aigamehub.app/zh-tw/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: "動作"
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: "zh-tw"
content_locale: "zh-tw"
---

# Beagle Chomp

一款瀏覽器迷宮追逐遊戲，玩家操控小獵犬在 36 個迷宮中吃餅乾並躲避敵人；所有模型、材質和音效皆使用 three.js 以程式碼生成。

## Description

引導小獵犬在迷宮中移動，吃掉所有餅乾以清除地圖，並咬碎金色骨頭讓敵人變得恐懼且可食用。可在瀏覽器中遊玩（也可安裝為 PWA），支援滑動、虛擬搖桿、方向鍵或鍵盤控制。包含經典模式（在六個階段中無限循環 30 張地圖）和旅程模式（40 個精心調整的關卡）、114 個挑戰、5 種小獵犬外觀、11 種敵人和 6 種主題、5 種強化道具，以及伺服器驗證的共享排行榜。所有角色、材質、音效和環境音訊皆在執行時生成；專案僅附帶網頁字型和應用程式圖示。

## 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
