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{
"id": "neonstrike",
"title": "NEONSTRIKE β€” Ray-Traced Arena FPS",
"model": "Fable 5",
"reasoning": "xhigh",
"date": "2026-06-12",
"blurb": "A fast-paced CS-style FPS where every pixel is a real ray β€” online multiplayer via room codes, three themed maps, HDR bloom, and weapons modeled + path-traced in Blender Cycles. WebGL2 ray tracer with capsule-limb animated characters. All assets generated: procedural GLSL textures, DSP-synthesized SFX, Cycles-rendered weapon sprites and map dioramas. 86-check automated playtest.",
"description": "NEONSTRIKE is a fully ray-traced first-person shooter in the spirit of Counter-Strike. No rasterized geometry: a WebGL2 fragment shader casts primary rays against the analytic scene (AABB level geometry + multi-sphere humanoid characters), then shadow rays, ambient-occlusion rays, and configurable reflection bounces, with ACES tonemapping and theme-tinted fog and sky. Three maps with distinct layouts and moods: VECTOR (neon night three-lane arena), FOUNDRY (ember-lit furnace hall with a raised central platform), and CANOPY (violet dusk rooftops with bridges and a lower street level). Solo mode is CS-style rounds vs waypoint-navigating bots with a buy economy; multiplayer is free-for-all deathmatch β€” create a room, share the 4-letter code, friends join through a WebSocket server that authoritatively applies damage, kills, scores, and respawns. Every texture is procedural GLSL and all 21 sound effects are synthesized DSP, verified pixel-by-pixel and sample-by-sample in an automated headless-Chrome playtest that also spins up two real browser clients to play a networked match.",
"url": "http://localhost:3002",
"tags": [
"fps",
"ray-tracing",
"webgl2",
"multiplayer",
"procedural",
"game"
],
"highlights": [
"True per-pixel ray tracing: shadows, AO, reflections, capsule-limb characters β€” zero triangles",
"HDR bloom pipeline: bright-pass + gaussian blur over a half-float framebuffer, ACES composite",
"All 7 weapons modeled procedurally in Blender, rendered with Cycles into viewmodel sprites + buy-card art",
"Map picker dioramas: each arena rebuilt in Blender from real geometry, path-traced isometric heroes",
"Online multiplayer: 4-letter room codes, server-authoritative FFA deathmatch",
"Walk-cycle animated humanoids with per-player tints and emissive visors",
"86/86 automated playtest checks incl. two-client networked match + visual regression"
],
"port": 3002
}