Creator says Grok 4.6 built a Three.js WebGPU horde-shooter prototype
Danny Limanseta says Grok 4.6 produced most of a WebGPU horde shooter, including its UI, visual effects, and sound effects. Meshy generated and rigged the character models separately.

TL;DR
- A top-down browser horde shooter with thousands of enemies began as a weekend Grok 4.6 experiment, according to Danny Limanseta's build notes.
- Most non-character work, including the UI, visual effects and sound effects, went to Grok 4.6, Danny Limanseta's build notes says.
- Character generation and rigging were handled in Meshy, as Danny Limanseta's Meshy reply confirms.
- The crowd count came with a rendering caveat: Limanseta suspected depth of field and other shaders were pushing the demo's limit in his original post.
Meshy's game-asset guide explicitly lists GLB as its web and Three.js export route. Separately, xAI's August 14 post and GitHub's changelog place Grok 4.6 in cloud agents, Copilot CLI and VS Code, though Limanseta did not name the interface used for this build.
The tool split
Limanseta's post divides the prototype into three production layers:
- Grok 4.6: most of the project, including UI, VFX and SFX.
- Meshy: character-model creation and rigging.
- Three.js with WebGPU: the runtime carrying the game and its dense crowds.
Thousands of enemies and shader overhead
Limanseta said Three.js with WebGPU could hold thousands of enemies onscreen at once. His own caveat was that depth of field and other fancy shaders may have pushed the prototype to its performance limit, according to his build notes.
The 48-second clip keeps the player in a dense moving swarm, which makes the performance target legible without a benchmark chart.
Meshy character handoff
The original post says the characters were made and rigged in Meshy, while Limanseta's follow-up identifies the Meshy website as the generation service.
Meshy's documented game-character path is: Generate, Remesh, apply PBR texturing, Rig, then export FBX or GLB. Its auto-rigging documentation covers humanoid and quadruped skeleton binding; the game-asset guide identifies GLB as the Three.js-facing format.
No prompt or terminal log
The post names the production split but leaves out prompts, iteration count and the coding interface. chrisfirst's question specifically asked whether the prompt changed for Grok and whether the work ran in a terminal.
A later Danny Limanseta reply added no technical details, so the available record describes the toolchain rather than a reproducible agent run.
A separate 48-hour FPS claim
minchoi's roundup also points to a separate FPS prototype allegedly built through 48 hours of nonstop AI work. It is a distinct creator claim from Limanseta's demo, and the supplied post does not name that project's workflow or source code.