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The game layer on top of flutter3d: a fixed timestep, device-independent input, collisions, levels and AI.

0.4.0 #

  • A touch control lets go when it leaves. The button and the stick press into a shared InputState, and unmounting while pressed is a normal path — settings opening over the control, a level transition. Each now releases its held action or zeroes its axis in dispose instead of leaving the runner jumping into the next screen.

0.3.0 #

  • Playing no longer asks kIsWeb, and both answers it used to give about a browser were wrong. Capture is asked of pointer_lock, which can now hold a pointer in a desktop browser and says so — and which says no on Windows and Linux, where the old platform list claimed a capture that does not exist and then turned off drag-look, leaving a camera that could not move at all. Touch is asked of defaultTargetPlatform, which reports a mobile browser as android or iOS, so a phone opening a web build finally gets the on-screen controls it has always had natively.
  • InputTape records a run as transitions plus axes, one entry per fixed step, and replays it exactly. A tape of intents, not of poses.
  • StepSystems: a game adds a rule to a genre's step without forking it. Phases are named by the genre, announced unconditionally, and run in a defined order — never in whatever order a hash map returns.
  • InputState exposes this step's presses, releases and analogue readings, which is what a recorder needs and cannot ask for by name.

0.2.0 #

  • An ECS whose every component serialises, and one snapshot mechanism serving the save, the network packet and the determinism test.
  • Actors with a flow field to walk it, mechanisms composed through signals, and movers that carry what stands on them.
  • A pad and a touch layer that arrive as the same actions a key does, and GameAction opened from an enum to a value class so a genre can invent its own.
  • WorldStep: the order the world is stepped in, as named phases the game calls, because two genres want their actors on different sides of the index.

0.1.0 #

  • A fixed timestep with an accumulator that reports the steps it had to drop, and interpolation at draw time.
  • Device-independent input: actions, bindings, and a keyboard — all arriving as the same thing.
  • Levels as documents — brushes, entities, lights, materials — with a validator that reports a coordinate rather than "the file is broken".
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verified publisherpleion.dev

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The game layer on top of flutter3d: a fixed timestep, device-independent input, collisions, levels and AI.

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Topics

#game-development #game-engine #input #simulation

License

unknown (license)

Dependencies

flutter, flutter3d_physics, pad_input, pointer_lock, vector_math

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