
project / code
Line Tower Wars Rebuild
One of my favorite long-running projects is rebuilding Line Tower Wars, the Warcraft III custom tower-defense map. The first playable version lived in Three.js, which let me prove the basic loop quickly: lanes, waves, towers, build grids, sends, research, UI, and the general feel of the original.
In July 2026, I brought Claude Fable 5 back into the workflow and paired it with the UE 5.8 MCP. That lets the agents work through the actual editor instead of only handing me code patches: inspect the level, tune the C++ and UMG shell, run headless commands, import Meshy and Blender assets, compile the project, and use engine captures as proof.
I use Claude and Codex across the same production loop rather than assigning each one fixed territory. The deterministic /sim layer remains the gameplay truth, /game handles Unreal presentation and input, and the MCP lets the agents see the editor state they are changing. The Three.js build is still a useful gameplay reference, but the vertical slice now lives in Unreal.
I have been using this as a benchmark for AI coding tools since GPT-4 in 2023. Back then I would copy and paste snippets into my editor, and every new generation got the project a little further before hitting a wall. The breakthrough now is that the agents are not just generating code; they are operating the full production loop with me.

The current milestone is not final art. It is a native Unreal playtest shell with a readable two-lane battlefield, ornate RTS HUD framing, tower build and inspection panels, send controls, research state, and proof captured from the engine itself. That is the point where the project stops feeling like a browser prototype and starts behaving like game production.








