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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 | |
| } |