CURRENT BUILD · REAL DISTRICT

DG’s now sits in its real neighborhood.

USGS LiDAR, a real July 2022 USDA aerial photo and OpenStreetMap footprints replace the generic surroundings: 26 neighboring buildings with measured heights, Northwest Highway, Wire Way and the surrounding service yards. This is historical data, with interpreted facade details. The club’s existing playable arena is preserved.

Play the current game · District overview · Sources, construction and limits

Actual browser runtime: the LiDAR and aerial based DGs district

Actual game capture. Streets and footprint shapes are georeferenced; distant scenery remains outside the combat boundary.

Actual first-person highway view with the selected Black survivor
See the real aerial photo and measured roof outlinesReal USDA NAIP aerial photograph with OpenStreetMap outlines and LiDAR height labels

USDA NAIP, July 4, 2022. © OpenStreetMap contributors, ODbL. Labels are measured LiDAR roof heights, not a claim of survey accuracy.

Verified: 70 browser checks, 9 geospatial checks, 15 environment checks, 49 logic tests and 13 HTTP checks across four local sessions. The environment has 398,848 triangles and 85 static mesh batches. This is not a device frame-rate benchmark.

Browser results · Data checks · Source manifest · OSM source extract · Derived map database (ODbL)

Unverified: current-day building changes, precise facade reconstruction, full mission playthrough and four-human Internet play.


ZOMBIES IN DFW · MAP 1: DG’S · DEVELOPMENT BUILD 0.1

A night on
Northwest Highway.

Current verdict: DG's interior and exterior now have scanned surface textures, more detailed architecture, restrained weathering, improved seating and bar materials, and separate indoor/outdoor reflections. The selected Black survivor, new shotgun and all four zombies remain integrated. All 29 gameplay collision volumes are unchanged. 68 browser, 15 environment and 49 logic checks pass.

PLAY THE GAME →

DG's inside and outside

The facade, awning, planters and parking lot now have surface depth and architectural detail. Inside, wood, leather, carpet and metal read as distinct materials around the stage and bar.

Actual game exterior with textured facade, new lighting, planters and asphalt

Actual renderer, paused exterior inspection. Photo-led interpretation; no LiDAR scan was used.

Compare the exterior before this passMatched exterior camera before the environment pass
Actual game interior with polished seating, stage, bar, ceiling and the selected Black survivor's shotgun

Actual renderer, paused cast inspection with all four zombies.

Compare the interior before this passMatched interior cast camera before the environment pass

Environment changes, sources and limits / 15 model/collision checks / 68 browser checks / Bar detail / Street approach

Static reflections, not live mirrors. Other-device performance and a full four-human Internet playtest remain open.

A more detailed shotgun

The new original 3D asset adds rounded profiles, small edge bevels, a recessed bolt, surface wear and a restrained reflection setup. The pump, twin action bars, bolt and trigger remain separate moving parts.

Actual DGs game renderer with the new shotgun and Rook's Black hands, paused reload inspection

Actual game renderer in a paused reload inspection view. The asset remains a browser-game interpretation, not Call of Duty production-quality equivalence.

Weapon changes, sources and limits / 12 model checks / 52 actual-hand and animation checks / 64 browser checks

The actual production shotgun geometry in isolated asset-review lighting

21,780 triangles and 14 draw calls per instance; geometry and materials are shared across players. No generation credits were spent.

Selected-survivor hands and shotgun polish

Rook, Jeff, Fass and Joker retain their actual arm meshes, skin and sleeves. The support hand loads each shell while the trigger hand stays anchored; firing cancels the reload and returns the hand to the pump. The bolt and spent shell follow the pump stroke.

Actual DGs renderer with Rook loading the shotgun alongside the four zombies, paused inspection view

Paused reload/cast inspection using the production renderer, not a concept image or normal combat frame.

Animation changes and limits / 44 actual-model checks / 62 browser checks / 49 logic tests

Rook has articulated finger bones; the three Meshy survivors still use fixed mesh finger grips. The shotgun remains the existing model, and casings are cosmetic. A four-human Internet session remains unverified.

Foxx first, then the full cast

The previous frozen mid-stride stance has been replaced with blended idle poses and procedural leg IK. The pelvis adjusts to keep steps within reach, and shot reactions preserve the supporting pose underneath the impact layer. Remote co-op movement uses the same system.

All four updated zombie rigs in the actual DGs browser cast inspection view

Actual game renderer, paused cast-inspection layout; not a normal combat frame or a concept render.

Changes, measurements and limits / 44 actual-rig checks / 56 browser checks / 45 logic tests

Procedural foot placement covers the existing flat lot and raised club floor. Toe roll, richer authored clips, slopes and stairs remain open; this is not COD-equivalent animation.

Earlier movement and updated game skills pass

Applied the updated Game AI, FPS Shooter, Game Feel and Three.js guidance to the existing cast. Animation follows body travel, pursuit uses shared navigation, and attacks retain their chosen facing and target. This is a focused movement pass, not a completed visual overhaul.

Next production prompt / Skills review, changes and limits / 45 logic tests / 20 actual-model locomotion checks / 52 browser checks

Actual Foxx rig paused during a committed swipe in the local neutral-light pursuit fixture

Developer fixture with the production rig, not ordinary gameplay footage. Stopping the walk clock is not foot IK; a stopped clip can hold a mid-stride stance.

Firing range comparison and handling

The Han 86 accepted isolated mouse shots. The local recording shows kick and recovery, but its actual sample gaps prevent frame-exact claims. DGs uses its own pump shotgun tuning. Held native inputs were unavailable, so reference sprint and sustained ADS were not measured.

Handling report and evidence limits · 41 logic checks · 51 browser checks

Actual DGs browser aimed pose with Rook survivor arms; frozen developer inspection view

Finished zombie reaction pass

Head snaps, torso flinches and struck-leg buckles recover in separate stages. Another hit blends from the visible pose, and a shot cancels a swipe in solo and co-op. Physics inherits the pose you see, so the body collapses without snapping to a different animation frame.

Actual Giselle articulated collapse in the explicitly labeled direct-hit fixture

Neutral-light production-model fixture, paused 0.583 seconds into the physical fall; not ordinary gameplay footage.

Animation implementation and verification limits · 64 actual-model checks · 64 model-check console results · 46 actual-game browser checks

What is in this build

A Black first-person survivor, connected parking lot and club, a six-shell pump shotgun, distance-based pellet damage, head/torso/leg reactions, leg-shot limping, articulated directional death physics, per-shell reload, health, ammo/first aid, flashlight, pause and replay. Clear the lot, clear the room, restore power and escape.

Controls

WASD / ShiftMove / sprint
Mouse / left click / right clickLook / fire / aim
R / E / FReload / interact / flashlight
P / EscapePause
Arrow keys / dragFallback turning / looking

Model, scene and physics evidence · Combat test output

Selected-character hands and reference combat

Actual Rook FPS mesh arms holding the shotgun with the flashlight onActual Fass FPS arms and brown palms with his patterned sleeve

Each selected character supplies the real arm geometry and textures. A close flashlight beam and self-lit generated skin caused the pale-palm problem; both were corrected. The reference is Cesharpe's Out 4 Blood clip. This pass retains our shotgun and procedural animation system; it is not a frame-exact reproduction.

Reference comparison and limits � Actual browser checks

Reallyfe crew update

Four playable survivors, four seats. OD is disabled after a failed generation; no paid retry was submitted. Marcus is deferred. Each client sends its selected character ID; teammates load the corresponding model, and portraits/first-person arms follow that choice.

Actual local four-client lobby with different Reallyfe survivorsActual mixed-survivor local co-op gameplay

Current browser observations and limits · 34 tests · Character pipeline and limitations · Production record

Room switching and revive input

Leaving a room now detaches locally at once; delayed failures from its old poll cannot trigger a reconnect warning or clear a new room. Two regression tests cover these races. In two local Chrome clients, a seeded nearby downed Fass was revived by holding E as Jeff, and releasing E early reset progress. A 5-second input hold completed the server�s 3-second revive; an initial 3.6-second automated attempt did not complete. Remote timing remains unverified.

Controlled browser revive observations and limits

Controlled local browser test showing Fass revived to 50 health

Earlier Rook co-op evidence

Actual four-browser co-op gameplay with three Rook teammates and Rook FPS arms

Actual local Chrome gameplay, four independent browser clients. This is not a concept render or remote-player latency benchmark.

Four-browser observations · Actual Rook model and grip checks

34 combat/server/client tests · 13 independent HTTP-session checks · Co-op production plan and limits

What remains open

This is an original prototype with interpreted geometry, four Tripo-generated rigged dancer skins, four generated survivor bodies, synthesized audio and survivor mesh arms and an authored weapon. It is not yet a 1:1 reproduction of the approved concepts or the source clip’s animation quality. The surrounding district now uses public USGS LiDAR and a real 2022 USDA aerial photo; detailed facades remain interpreted. Co-op has been verified in four local Chrome tabs. Internet latency and a full four-human play session remain unverified. Touch controls, controller, saved progress and remapping are not included. Full mission playthrough, performance on other devices and final asset provenance review remain open.

References & credits

DG’s interior promo supplied stage, ceiling, bar and booth references. Exterior photos came from DallasFortWorthTV’s DG’s post. The dancers are fictional game adaptations of the approved reference-led designs. Rook’s survivor portrait uses the user-designated @reallyferook reference.

Three.js 0.186.1 and cannon-es 0.20.0: MIT. Walk-animation source only: Adobe Mixamo, converted model sourced from alexanderbenjamin4516-png/zombie-hunter; incorporated game use under Mixamo’s royalty-free terms, not CC0. DG’s environment, weapon, HUD portrait and synthesized audio were produced for this game; Rook’s textured mesh was generated in Tripo; Jeff, Fass and Joker use Meshy through Higgsfield. FPS arms are extracted from their actual meshes. Generated weighting and fixed finger grips remain prototype limitations.

Full credits · Design and production notes

The new cast and Rook

Actual browser game with all four dancer zombies and Rook survivor HUD

Four-character model checks · Browser checks

Earlier environment captures

Chrome runtime screenshots, captured during automated QA.

Actual exterior gameplayActual interior gameplay

Approved visual targets · concept art

These are generated mockups, not runtime captures.

Approved exterior conceptApproved interior concept