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What a game on flutter3d adds to an application: touch, keyboard, mouse and gamepad input, the run being played, the screens that are not the game, and the actors and fixtures a simulation moves, drawn.

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.

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

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. What a torch looks like is decided by the game and handed in.

What is deliberately not in it #

The title card and the loss screen. Those are the face of a particular game. Three identical title screens would be a loss, not a saving.

Anything a particular game says. The credits are a widget the caller hands in, the list of rebindable actions is the caller's, 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 neither knows nor cares.

The racing game's season. Racing moves from one circuit to the next and keeps where somebody got to, which looks like a RunSession and 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 had six copies of that assembly and they had drifted; 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 it.


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: https://flutter3d.pleion.dev/first-project/. Documentation: https://flutter3d.pleion.dev.

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verified publisherpleion.dev

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What a game on flutter3d adds to an application: touch, keyboard, mouse and gamepad input, the run being played, the screens that are not the game, and the actors and fixtures a simulation moves, drawn.

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Topics

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

License

unknown (license)

Dependencies

flutter, flutter3d, flutter3d_app, flutter3d_audio, flutter3d_particles, flutter3d_sim, flutter_bloc, pad_input, pointer_lock, vector_math

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