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.