flutter3d_game_shooter

What a monster is, what a shotgun does, what a medkit gives, and what order a shooter's step runs in.

The line

flutter3d_game knows what a body, a brain, a mechanism and a step are. It does not know what any of them are for. The rule the whole repository keeps is one sentence: machinery stays, vocabulary moves.

Mechanism, Actor, Takeable and the level format are machinery, and they live below. Inventory, Gift, Arsenal, Monsters and GameSimulation answer that machinery with content, and content belongs to a genre. A platformer gets none of it — which is the whole reason this package exists, and is checked by no_genre_test.dart one layer down rather than left to everyone's memory.

What is in it

GameSimulation The step order of a shooter: aim, fire, projectiles, blasts, actors, pickups, mechanisms.
Arsenal, WeaponDef, WeaponBehaviour Hitscan, projectile and blast, as data rather than as three classes.
Bestiary, MonsterDef, ChaseBrain What a monster is: what it does when it sees you, when it hears you, and when it is hurt.
Inventory, Gift, Pickup What is carried, what is given, and what refuses to be picked up because you are already full.
Player An eye, a body and what it is holding.

Nothing here draws

No import in the simulation reaches the renderer or names Flutter, and tool/structure.dart holds that line. WeaponView draws and the readouts are widgets, which is why both are in bridge.dart and not in the barrel — a package that can be tested without a device is a package whose bugs are found in a second rather than in a screenshot.

What is deliberately still missing

Monsters do not fight each other, there are no hit zones, no secrets, no score and no crouch. Each of those is a second consumer's worth of design and none of them has one yet; they are named here so that the gap reads as a decision.


Part of flutter3d, an independent implementation of a 3D engine for Flutter — not a fork or a binding of another engine, and not affiliated with the Flutter team. Three switchable rendering backends: Impeller via Flutter GPU, WebGL2, and a software rasteriser. glTF, OBJ and .f3d loading, six lighting models, shadows, bloom, skinning, animation, BVH culling and picking; a deterministic fixed-step game layer with collision, navigation, positional audio, and gamepad and touch input. Three example games — shooter, platformer, racing — each built on its genre package: flutter3d_game_shooter, flutter3d_game_platformer, flutter3d_game_racing. 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

bridge
The half of a shooter that meets a screen.
flutter3d_game_shooter
The parts of a first-person shooter that are not parts of an engine.
sample
The roster this repository's own game ships with.
staging
A shooter level assembled into a run — the one assembly the shipped game, its tests and a tool that plays it blind all share.