flutter3d_game

What a game on flutter3d adds to an application: the devices it is played with, the run being played, the screens a player uses outside the game itself, and a drawn view of what a level's simulation moves.

It depends on flutter3d_app for the surface, storage and level loading every application shares, and on flutter3d_sim for the fixed step, levels, actors and saves. It re-exports neither. The simulation is plain Dart and lives in flutter3d_sim.

What is in it

DesktopInput / TouchControls / PadInput / Bindings Input that has forgotten which device it came from: a key, a touch stick and a gamepad button arrive as the same GameAction.
RunSession Loading a level, restarting it, moving to the next, saving and resuming, and reporting how the run ended.
SettingsOverlay Volumes, gamepad and accessibility sliders, a rebinding list that takes a key or a pad button, and where a licence's attribution goes.
SaveFile / SettingsFile / DemoFile The three documents a game keeps, through flutter3d_app's Storage.
LevelWalk The walk a level starts with, before it is any genre: a body that collides, jumps and runs, turns where it is dragged, and carries a camera at eye height.
ActorVisuals / FixtureVisuals An actor bound to the node that represents it, and a fixture to the light it drives. The game decides what a torch looks like and hands it in.

What is deliberately not in it

The title card and the loss screen. Those belong to a particular game, and sharing them would give three games the same title screen.

Anything a particular game says. The credits are a widget the caller hands in, the list of rebindable actions belongs to the caller, and the panel has never known what a coin or a monster is.

A state-management choice. RunSession is an ordinary class. Two of the three games wrap it in a cubit, and the package does not depend on that.

The racing game's season. Racing moves from one circuit to the next and keeps how far somebody got, which looks like a RunSession but is not one: nobody resumes a race half a lap in, so snapshotOf and restoreInto would be two required overrides returning nothing.

One assembly per game

Every game has exactly one function that turns a level document into a run (stage in each application), and nothing else spawns a level. The platformer once had six copies of that assembly and they had drifted apart. The dungeon had two, and one of them proved the crypt finishable with a loadout the game never gives anybody. dart run tool/structure.dart checks the rule.


Part of flutter3d, an independent implementation of a 3D engine for Flutter. It is not a fork or a binding of another engine, and it is not affiliated with the Flutter team. It has four switchable rendering backends: Impeller via Flutter GPU, WebGL2, WebGPU and a software rasteriser. It loads glTF, OBJ and .f3d, and has six lighting models, shadows, bloom, skinning, animation, BVH culling and picking, plus a deterministic fixed-step game layer with collision, navigation, positional audio, and gamepad and touch input. Four example games (shooter, platformer, racing, strategy) are each built on a genre package: flutter3d_game_shooter, flutter3d_game_platformer, flutter3d_game_racing, flutter3d_game_strategy. A new game starts from the editor's scaffold, which writes one from a template: flutter3d.pleion.dev/first-project/. Documentation: flutter3d.pleion.dev.

Libraries

flutter3d_game
What a game on flutter3d adds to an application: the devices it is played with, the run being played, the screens a player uses that are not the game, and what a level's simulation moves, drawn.
testing
Comparing what a game credits against what it actually ships.