ABOUT

WHAT THIS IS AND WHO KEEPS IT RUNNING

What JET3D is

A jet dogfighting game that runs in a browser tab. Twelve aircraft in a shrinking ring, guns and two kinds of missile, and a match that takes about six minutes. There is no installer, no launcher and no download — you open the page and you are flying inside a few seconds.

You can play it without an account. Signing in with Google gets you a callsign nobody else can take, a record that survives between sessions, and a few colours to unlock; it is not required for any of the flying. If nobody else is online, empty seats fill with bots that carry the same aircraft and the same weapons you do, so a quiet evening is still a game.

If you are new, the flying guide is worth five minutes. The single most useful thing in it is that a jet does not steer — it banks and pulls — and almost everybody gets that wrong for their first few matches.

Who makes it

One person, as a side project. There is no studio behind it and no team: every aircraft, every map, the flight model, the netcode and this page are the work of a single developer, which is worth knowing when something is rough or a reply takes a day.

It is in beta and openly so. Things change week to week, sometimes because somebody wrote in to say a control felt wrong — the development log is the running record of that, reverts included.

How it is built

The aircraft, the terrain and the effects are drawn with WebGL through Three.js, deliberately low-poly — it reads clearly at speed and it runs on hardware that is not a gaming machine. The multiplayer is a Node server that simulates every match at sixty steps a second and sends compressed snapshots thirty times a second, with the browser predicting the gap and correcting itself when the server disagrees. That is what stops a dogfight feeling like a slideshow on an ordinary connection.

The flight model is simplified but not arbitrary. Lift comes from the wing at an angle to the airflow, turning costs energy because induced drag is real, and climbing bleeds speed in proportion to how steeply you are pointed. The handling constants were measured rather than guessed, which is why a hard turn punishes you in a way that feels like an aeroplane rather than a racing car.

The game server runs on a small virtual machine in Frankfurt; the page itself is served from a CDN. Between them they cost a modest amount a month, which is the honest reason there are adverts on this page and not inside a match.

Adverts, and where they are not

There are adverts on this page and on the guide. There are none on the menu, none on the scoreboard, and none at any point while you are flying. That is a deliberate line: the pages that are worth reading can carry an advert, and the game cannot.

If you are in the EEA, the UK or Switzerland you will be asked about personalised advertising before anything is loaded, and refusing is exactly as easy as agreeing. What the game itself keeps about you is set out in the privacy page, which is short and worth the minute.

Contact

The fastest way to reach the person who makes this is the suggestion box on the menu. It goes straight to the developer, it needs no account and no email address, and it is read — bug reports, things that feel wrong, features you want, and requests to remove something all arrive in the same place.

If you want a reply, leave a callsign in the message so there is something to reply to. For anything about data — a copy of what is held about your account, or deleting it outright — both are buttons on your account page and neither needs you to ask anybody.

Reporting a player

There is a report button beside every name in a match. It sends the last few lines of that room's chat along with the report, so there is context rather than an accusation on its own. You can also mute somebody, which is enforced on the server rather than hidden in your browser — a muted player's messages are never sent to you at all.

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