
project / code
Line Tower Wars Rebuild
One of my favorite passion projects is rebuilding Line Tower Wars - the Warcraft III custom tower-defense map. The first playable version lived in Three.js, which was perfect for proving the loop quickly: lanes, waves, towers, build grids, sends, research, UI, and the general feel of the original map.
The project has now moved into a proper Unreal Engine workflow. Codex is doing the hands-on Unreal work: creating editor-only tooling, driving headless Unreal commands, importing Meshy and Blender assets, compiling the project, and exporting verification screenshots from the engine. Claude Code is helping on the deterministic simulation side. The Three.js build is still useful as a prototype and reference, but the current direction is Unreal for the actual vertical slice.
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 yet. It is the pipeline becoming real: concept image to Meshy, cleanup in Blender, scripted import into Unreal, editor helper modules for VFX assets, C++ bridge rendering from deterministic sim state, and engine screenshots as verification. That is the line where the project stops being a browser prototype and starts becoming a game production workflow.





