{ "id": "neonstrike", "title": "NEONSTRIKE — 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 — 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 — 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 — 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 }