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The parts of a first-person shooter that are not parts of an engine: monsters, weapons, an inventory, and the step order that ties them together.

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 whole repository keeps one rule about this: 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. That is the reason this package exists, and no_genre_test.dart checks it one layer down instead of leaving it 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 gets its bugs found in a second rather than in a screenshot.

What is deliberately still missing #

Monsters do not fight each other, and there are no hit zones, secrets, score or 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. 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: https://flutter3d.pleion.dev/first-project/. Documentation: https://flutter3d.pleion.dev.

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The parts of a first-person shooter that are not parts of an engine: monsters, weapons, an inventory, and the step order that ties them together.

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Topics

#game-development #game-engine #shooter #gameplay

License

MIT (license)

Dependencies

flutter, flutter3d, flutter3d_physics, flutter3d_sim, vector_math

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