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leofattal edited this page Nov 27, 2025
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โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Walk around in full 3D space โ
โ โข 100x100 meter test arena โ
โ โข Realistic collision detection โ
โ โข Smooth camera controls โ
โ โข Sprint to move faster โ
โ โข Jump over obstacles โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Tactical shooting mechanics โ
โ โข Aim with mouse โ
โ โข Shoot with left click โ
โ โข 30-round magazine โ
โ โข Reload system (R key) โ
โ โข Hit detection via raycasting โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Enemy AI with 3 behavior states โ
โ โข PATROL: Guard waypoints โ
โ โข CHASE: Hunt player (15m range) โ
โ โข ATTACK: Engage at close range โ
โ โข Health bars show damage โ
โ โข Die when health reaches 0 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Interactive 3D level design โ
โ โข 8 box obstacles for cover โ
โ โข 2 wall structures โ
โ โข Collision prevents clipping โ
โ โข Strategic positioning matters โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Professional HUD system โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ โ HP: โโโโโโโโโโ 80/100 โโ
โ โ Ammo: 24/90 โโ
โ โ Enemies: 3/4 โโ
โ โ Objective: Eliminate all โโ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
- First-person camera
- Mouse-look (360ยฐ rotation)
- WASD movement
- Sprint (Shift)
- Jump (Space)
- Collision detection
- Health system (100 HP)
- Gravity and physics
- Crouch (planned)
- Prone (planned)
- Primary weapon (Assault Rifle)
- Left-click shooting
- Ammo counter (30/90)
- Reload system (R key)
- Fire rate limiting
- Raycasting hit detection
- Enemy damage system
- Multiple weapons (planned)
- Grenade throwing (planned)
- Weapon switching (planned)
- Patrol behavior
- Player detection
- Chase behavior
- Attack behavior
- Health system
- Death and removal
- Health bars
- Shooting back (planned)
- Cover seeking (planned)
- Multiple enemy types (planned)
- Ground plane (100x100m)
- Grid material
- Box obstacles (8 total)
- Wall structures (2 total)
- Ambient lighting
- Directional lighting (sun)
- Simple skybox
- Collision meshes
- Multiple environments (planned)
- Destructible objects (planned)
- Health bar (color-coded)
- Ammo display
- Enemy counter
- Objective tracker
- Controls reference
- Weapon info display
- Crosshair
- Minimap (planned)
- Damage indicators (planned)
- Babylon.js 6.0 engine
- WebGL 2.0 rendering
- Vite build system
- Modular architecture
- 60 FPS performance
- Browser compatibility
- Sound system (planned)
- Particle effects (planned)
- Save/load (planned)
START
โ
[Spawn in Test Arena]
โ
[Move with WASD + Mouse]
โ
[Explore Environment] โโโโโโโ
โ โ
[Enemy Detected!] โ
โ โ
[Enemy Chases Player] โ
โ โ
[Engage in Combat] โ
โ โ
[Shoot Enemy (Click)] โ
โ โ
[Enemy Takes Damage] โ
โ โ
[Enemy Dies] โ
โ โ
[Check Remaining Enemies] โโโ
โ
[All Enemies Eliminated]
โ
OBJECTIVE COMPLETE!
PLAYER
โ
โโโบ [AIM] โโบ Mouse controls camera rotation
โ
โโโบ [SHOOT] โโบ Left Click
โ โ
โ โโโบ Check ammo > 0
โ โโโบ Check fire rate cooldown
โ โโโบ Create raycast from camera
โ โโโบ Check for enemy hit
โ โโโบ Damage enemy if hit
โ
โโโบ [RELOAD] โโบ Press R
โ
โโโบ Check reserve ammo > 0
โโโบ Start 2s reload timer
โโโบ Transfer ammo to magazine
PATROL STATE
โโ Follow waypoints in square pattern
โโ Check distance to player
โโ If player within 15m โ CHASE STATE
CHASE STATE
โโ Move toward player position
โโ Rotate to face player
โโ Check distance to player
โโ If player within 10m โ ATTACK STATE
โโ If player beyond 15m โ PATROL STATE
ATTACK STATE
โโ Stop moving
โโ Face player
โโ [Planned] Shoot at player
โโ If player beyond 10m โ CHASE STATE
main.js
โโโบ Game.js (Main Loop)
โ
โโโบ InputManager (Keyboard/Mouse)
โ โโ Detects key presses
โ โโ Tracks mouse movement
โ
โโโบ Player (Character Controller)
โ โโ Movement
โ โโ Camera
โ โโ Shooting
โ โโ Health
โ
โโโบ EnemyManager
โ โโ Spawns enemies
โ โโ Updates all enemies
โ โโ Enemy (Individual AI)
โ โโ State machine
โ โโ Pathfinding
โ โโ Combat
โ
โโโบ LevelManager
โ โโ Creates terrain
โ โโ Spawns obstacles
โ โโ Lighting setup
โ
โโโบ UIManager
โโ Updates HUD
โโ Health bar
โโ Ammo counter
| Metric | Current | Target | Status |
|---|---|---|---|
| FPS | 60+ | 60 | โ |
| Load Time | ~2s | <5s | โ |
| Memory | ~150MB | <500MB | โ |
| Draw Calls | ~50 | <100 | โ |
| Polygons | ~10K | <100K | โ |
Current: Minimalist placeholder graphics
- Capsule characters
- Box obstacles
- Grid ground
- Solid colors
Planned (from PRD):
- Detailed 3D character models (15K-20K polygons)
- PBR materials
- Particle effects
- Advanced lighting
- Textured environments
Based on PRD specifications:
- ๐ต Dynamic music (stealth/combat layers)
- ๐ซ Weapon sounds (per gun type)
- ๐ Footstep sounds (surface-dependent)
- ๐ฅ Explosion sounds
- ๐ฏ UI feedback sounds
- ๐ป Enemy voice lines
- Urban Rooftops - City skyline, neon lights
- War-Torn Streets - Destroyed buildings, fires
- Military Base - Fortified compound, towers
- Industrial Complex - Factory, catwalks
- Mountain Outpost - Snowy cliffs, caves
MISSIONS โ XP โ LEVEL UP
โ โ โ
COINS SKILLS UNLOCKS
โ โ โ
SHOP โ WEAPONS โ ATTACHMENTS
- Solid Foundation: All core systems working
- Modular Code: Easy to extend and modify
- Good Performance: 60+ FPS with room to grow
- Professional UI: Clean, functional HUD
- Working AI: Enemies behave intelligently
- Playable: Fun to test and experiment with
npm run devThen:
- Click the game canvas to lock your cursor
- Use WASD to move around
- Aim with your mouse
- Left-click to shoot enemies
- Press R to reload when needed
- Eliminate all 4 enemies to win!
Have fun! ๐ฎ
This is a working prototype demonstrating the core mechanics from the 70-page PRD