flutter3d_game_shooter 0.4.0
flutter3d_game_shooter: ^0.4.0 copied to clipboard
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 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 reaches the renderer, and a test holds that line. WeaponView does
draw, which is why it is 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
apps/flutter3d_template_app.
Documentation: https://flutter3d.pleion.dev.