Back to AI game news
AI game news

Noxe Pixel Engine opens pixel-art 3D dioramas built with Claude Opus 5.5

By GameSlash

Daniel Jankulovski open-sources a three.js diorama renderer with weather, dynamic time, procedural sound and offline 60 fps MP4 export.

Daniel Jankulovski of Noxe Studio shared the open-source Noxe Pixel Engine in a November 9, 2026 post. The project renders interactive 3D scenes as pixel art in the browser with three.js, complete with time-of-day, weather and synthesized sound. The creator says Claude Opus 5.5 helped build it.

Noxe Pixel Engine Alpine diorama showing mountains, waterfall, turquoise lake, cabin and pine forest in pixel-art style
Alpine scene screenshot by Daniel Jankulovski / Noxe Studio from the official project gallery

How the pixel-art 3D rendering works

The scene is rendered at a low internal resolution using toon lighting. A post-processing pipeline adds depth and normal outlines, highlights, bloom, fog, color quantization and ordered dithering. Nearest-neighbor scaling enlarges the final image, while the orthographic camera snaps to whole pixels to avoid static-image shimmer. These are real, movable 3D scenes, not flat background pictures.

The repository includes eight demos, including Alpine, Streetcar, Studio and Ferry. Each supports adjustable daylight and weather, such as rain, storms, snow and fog. Surfaces can darken when wet, snow accumulates on upward faces, lamps light up at dusk, and atmospheric sounds are generated locally in the browser.

Noxe Pixel Engine Streetcar diorama showing rainy nighttime city streets, illuminated buildings and streetcar tracks
Streetcar scene screenshot by Daniel Jankulovski / Noxe Studio from the official project gallery

What game creators can reuse

Clone the original GitHub repository and launch the Python static server described in its README, or explore the live demo first. A developer can start from a sample scene file, configure the camera, palette, default time, sound and interactive buttons in JavaScript, then register the new scene in the application.

It also exports 60 fps MP4 clips with synchronized audio using offline WebCodecs rendering, including landscape, square and portrait frames. That makes it useful for showcasing an environment or making short game-scene previews, rather than a complete game engine with combat and gameplay systems.

Availability and limits

The repository is MIT-licensed and needs no build step for the demo. MP4 export requires a recent Chrome or Edge browser with WebCodecs support. The screenshots here come from the developer's own gallery; they are not independent GameSlash performance tests or playtesting captures. Building a finished game still requires gameplay code and performance validation.

Explore the source and setup instructions, try the interactive online demo, or see GameSlash's earlier coverage of code-driven animation in LEVIATHAN.

View source