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brijeshkumar724282

@brijeshkumar724282

Joined June 18th, 2026

  • 29Devlogs
  • 11Projects
  • 6Ships
  • 116Votes
I am a self taught developer who enjoys coding and making something new.
Ship

I built a web based 3D aim trainer with using HTML, CSS, JS, and Three.js. I did not use any game engine. It has 6 modes: GRIDSHOT, SIXSHOT, REACTION, STRAFE, TRACKING and PRECISION.
Building a 3D game without any game engine was the most hardest part because raycasting, camera, target movements, shadows, and keeping the game smooth took a lot of testing and work . Setting up the login, the leaderboard, etc were also hard and tricky for me because I had no prior knowledge about SQL and Supabase, etc.
Thing I am really proud of is that it feels like a game. I added 6 modes(they are enough for now), and they work really well. I am sure people would love to play it. It will help people improve their aim.
To test or play it, open the live link on a desktop or laptop with a mouse, pick a mode, and click Deploy. You need to log in before playing, or continue as a guest. No email or phone number is required, so signing up is easy. But if you lose your login details, your account cannot be recovered. To change sensitivity, go to Settings, or press Esc while playing.

  • 1 devlog
  • 3h
  • 15.33x multiplier
  • 51 Stardust
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3h 21m 31s logged

MENU PAGE AND SOME UI REWORK

So the previous menu layout was ugly looking and I had to work on the UI, So the changes I did are :

–I removed the Gun model and recoil mechanisms, muzzle flash, etc because from some player, it was causing lags and it didnt quite fitted with the project.
–I worked on the menu page, Now when the user selects a mode, there would an image preview in the right side.
–In login page, few users couldn’t find the “PLAY AS GUEST” button, So I highlighted it too.
–Changed the The Black Ops font I used in header to barlow condensed, Now its better.
–Some minor UI changes done.

Basically I focused more on The menu page’s UI.

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Ship

I have made a web based 3D aim trainer withHTML, CSS, JS, AND THREE.js, I didnt used a game engine. It has 6 modes, GRIDSHOT, SIXSHOT, REACTION, STRAFE, TRACKING and PRECISION.

Building a 3D game without any game engine was the hardest part because raycasting, camera, recoil, target movements, shadows, and keeping the game smooth took a lot of testing and work. Setting up the login, the leaderboard, etc werealso hard and tricky for me because I had no prior knowledge about sql and supabase, etc.

The thing, I am really proud of is that It feels like a game, not just some demo or something, I have added 6 modes, but they are truly amazing and working soo well. I am very sure people would love to play my game. It will help people to improve their aim.

To test/play it, you just need to open the live link on a desktop or a laptop with a mouse, pick a mode and click on deploy to play. You need to login before playing the game, or you can also continue as a guest. there is no email or phone number required so its easy to signup and play. But If you loose them, your account cant be recovered. If you want to change sensitivity, go to settings and there will be an option to change sensitivity, or press “Esc” button while playing in a game.

  • 3 devlogs
  • 15h
  • 10.82x multiplier
  • 165 Stardust
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1h 24m 4s logged

POLISHED MORE THINGS BEFORE SHIP

Added GRIDHELPER to the back wall and the floor to make the Room better otherwise it looked very empty. Checked everything (even the code and tried to find bugs) before ship. Deleted few unwanted files and folders. Everything is working well and fine. Its fully ready to SHIP!!!

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8h 18m 43s logged

3D AIM TRAINER’S PROGRESS
In Last devlog, I was still setting up the supabse and starting the login page. This Time I finished it. Now you need to login to play(can also continue as a guest account). The Login uses UID and password instead of email or phone number, etc. So there is no recovery option if you loose them. i also finished the global leaderboard. It also gives you a rank and a top 5 preview. then i built a full leaderboard page with many tabs for each gamemodes. It will show top 25. GUEST SCORES STAY LOCAL, YOU NEED TO LOGIN BEFORE SAVING TO LEADERBOARD

I also added STRAFE as a new gamemode 6th mode, I also added a low poly gun model. Also integrated recoil, firing effect and a heavy gun sound for better feedback. I had to change the gun sound because it was too melodius and didnt sounded like a gun. for tracking gamemodes, there is a continuos small tick sound while you stay on target.

I also rebuilt the results page to give it a better look and vibe, the last design was straight forward bad.

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5h 30m 54s logged

MY 3D AIM TRAINER’S LATERST PROGRESS

This time i have added a new gamemode “REACTION MODE”, 1 target spawns with a 1.2 seconds window, faster hits give more points, slower ones give lesser points, and the target respawns somewhere else. I was mainly working on supabase backend to add global leaderboard support. Then I also started working on login webpage and login.js, I also tuned the room lightning a little to give it a better look.

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46m 58s logged

I have completed the schm of the project, I did some changes in the design ig, but might add components, I am not sure how cuz I am very new to this.

I dont know but why i cant do the wiring in the pcb well. I might need to figure it out.

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Ship

I have made a Web based AIM TRAINER written in html, CSS, JS and THREE.js. IT HAS 4 GAMEMODES FOR NOW: GRIDSHOT, SIXSHOT, PRECISION, AND TRACKING.

The most challenging part was every mode has to be written the same code again and again when adding a new gamemode. So I had to move it all into one shared core code, Now adding new modes is easier.

I am really proud of developing the shared core code. when I made it, It actually made my work easier. It’s now scalable and i can add add many gamemodes easier than before. Before it i had to write the same code again and again probably 400+ lines now cutdown to less than 100 (tracking.js is an exception)

To test my game, A person needs a mouse to aim and shoot.

  • 3 devlogs
  • 15h
  • 15.47x multiplier
  • 229 Stardust
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5h 6m 21s logged

REBUILT AND MADE THE GAME SCALABLE AND ADDED NEW MORE 2 GAME MODES, So basically each gamemode used to have everything built inside it. So if i ever wanted to add a new game mode, I will have to write the same code again and again, So I put the core parts they all shared into one place, So its easier to add new game modes now. ROOM, AIMING SYSTEM, TIMER, etc are built once and used by all of them, SO this made speeds up adding new game modes. I have added 2 new Modes : 1. TRACKING MODE, 2. PRECISION MODE. I have also changed the UI of The menu a little bit. The ROOM is Rebuilt too because the old one was way too flat looking for my game. Now I have also added Best score feature for each mode, i have used Local storage for storing your best score. Also added an sfx whenever you switch modes in the menu which gives life to the menu selection.

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4h 31m 48s logged

Finished the menu and most of the review feedback, Since the last post, I have been working mainly on the Menu and a few things : 1. The menu is now in a good shape too. 2.Added a settings popup where you could change sensitivity from. 3.removed the browser alert for results and made a dedicated page for results. 4.Added background music, So actually I used AI to generate the bgm. 5.Made a favicon and added an MIT License.

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5h 11m 22s logged

REBUILDING AND FIXING EVERYTHING. After reading the reviews, I came to a conclusion that My game was hanging on most people’s device, it was more because of uncapped fps as of i think. here are a few things that I did: 1. I removed all the texture packs (made the game heavy and also caused lag for some people). 2. Using whitish color design (Flat colours) and added Grid helper. 3. Made the targets Blue colored and glossy looking. 4. I have already rebuilding the menu, the old one killed the whole gaming vibe (old one was kinda luxury lmao).

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Ship

I made a 3D web based Aim trainer in html, css, JS and three.js.
Few of the most challenging parts were funny, adjusting the texture packs evenly among all the walls, adjusting the lightning to make it look right and The aiming mechanism, I was getting tilting issues in the starting, its fixed now.
I am proud of the menu animation and making 2 modes work well.
They just need to know how to click and move their mouse! its so simple.

  • 4 devlogs
  • 17h
  • 1.97x multiplier
  • 33 Stardust
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5h 12m 58s logged

The enviroment and textures are in good shape now, It look right in the game!! The main work that I did since the last time file structuring and organizing files in folders, and removing the code that was crashing my game, and also solved few bugs, like screen freezing. menu.html is now index.html, added features to select and play different game modes using from menu. Only Gridshot and Sixshot are live for v1. I will ship this project v1. I am looking forward to add more game modes and make a seperate page for results.

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3h 39m 35s logged

I have been working on the room and textures. I cant give proper finishing to the textures, they dont look good, so I skipped it for now. I am working on the Menu/Game mode selector. I have implemented smooth scroll to select animation using gsap, and its pretty smooth.

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3h 57m 31s logged

spent most of my time working on the enviroment, the room i mean and optimizing the game a little. So i added 1 boxes each sides to add depth, etc. I had to adjust the sun light and the roof that wasted most of my time. The shadows were pixelated too much so I tried blurring them a little to smooth them out, also added score and accuracy system. I might work on the UI too.

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3h 55m 2s logged

##Devlog 1, BUILDING A WEB BASED AIM TRAINER WRITTEN IN HTML, CSS AND JS
I am building a broswer/web based Aim trainer for competitive games, like aimlabs but entirely written in HTML, CSS, JS and THREE.js.My primary goal was to match the aiming feel of competitive games like Valorant. Because three.js uses vertical field of vieww by default, i had to implement a dynamic conversion formula that would lock the horizontal FOV to 103. I also mapped shooter mouse sensitivity scaled directly into radian angle increaments per mouse count, to make the flick distances fell well and authentic.

for handling movements, I integrated the pointer lock API for raw mouse input that will feel just like any competitive game. I fixed a bug that made the camera tilt sideways and also stopped the screen from flipping upside down when looking up and all. also added a "+" crosshair in the middle. Also built a training room with walls, roofs and floor, and also a little depth. added realisitc sunlight shadow casting.

For testing, I built a 4x3 grid system that keeps three targets active. clicking mouse triggers center screen raycast to detect hits, free up occupied slots, etc. And also added fps counter and removed the fps cap restrictions. The target and aiming system is working fine and its fully responsive.
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I made a fun Shell purely written in c++.

Managing C++ dependencies like the Boost library was hard part for me but I used it anyways.

I am proud of creating standalone executable files for both Linux and Windows. I feel great knowing anyone can just download and run the shell without having to install C++ compilers or extra libraries on their devices.

Testing is super easy! Just head over to the GitHub Releases, download the pre-compiled binary for your system and run it directly in your terminal. No other setups required.

  • 3 devlogs
  • 4h
  • 2.79x multiplier
  • 12 Stardust
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44m 17s logged

DEVLOG #3

Finallyyy!!! First pre-release of Wizard Terminal is here. I was working on standalone compiled file. Its available for windows, Linux, only. As i tried to make one for MACOS but sadly it wasn’t working. Anyways go and check it out!

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