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Game dev

Prompt

Build a complete, modern first person shooter (FPS) game entirely from scratch using code only. Do not use a game engine such as Godot, Unity, Unreal Engine, GameMaker, Construct, or any other engine. The project should implement its own rendering, physics, collision, animation systems, asset loading, audio, and game framework. The goal is to create a polished FPS that feels like a real commercial indie game, not a tech demo or prototype. Technology Choose the best language and libraries for performance and portability. Preferred stack: C++ OpenGL or Vulkan (OpenGL is acceptable if it speeds development) GLFW GLM Assimp OpenAL or FMOD stb_image EnTT (optional ECS) Only use libraries that solve low level tasks such as window creation, graphics APIs, audio playback, image loading, and model importing. Do not use any framework or library that functions as a game engine. Engine Architecture Implement a custom engine with: Entity Component System Scene management Asset manager Renderer Physics Collision detection Input system Audio system UI renderer Animation system Particle system Save/load system Event system Multithreaded resource loading Job system where appropriate Everything should be modular and easily expandable. Graphics Implement: Deferred rendering Physically Based Rendering (PBR) HDR Bloom SSAO Shadow mapping Cascaded shadows Dynamic lighting Directional lights Point lights Spot lights Reflection probes Skybox Environment maps Normal mapping Parallax mapping Ambient occlusion Tone mapping MSAA FXAA Motion blur (toggleable) Depth of field (toggleable) Volumetric fog GPU instancing Frustum culling Occlusion culling LOD system Player Implement a polished FPS controller featuring: Mouse look Raw mouse input WASD movement Sprint Jump Crouch Slide Mantling Air control Smooth acceleration Smooth deceleration Head bob Camera sway Weapon sway Dynamic FOV while sprinting Leaning Ladder climbing Movement should feel responsive and comparable to modern AAA shooters. Weapons Create: Assault rifle Pistol Shotgun Sniper rifle SMG Each weapon should include: Equip animation Idle animation Fire animation Reload animation ADS animation Sprint animation Inspect animation Recoil Bullet spread Muzzle flash Shell ejection Bullet tracers Reload cancellation Proper sounds Weapon statistics Configurable balancing Combat Implement: Hitscan weapons Projectile weapons Bullet penetration Headshots Limb damage Critical hits Hit markers Damage indicators Kill confirmation Surface specific impact particles Surface specific sounds Bullet decals Enemy AI Enemies should: Patrol Investigate sounds Hear gunfire Search Chase Take cover Peek Reload Coordinate with teammates Flank Suppress Retreat Throw grenades Use different weapons Use a behavior tree or utility AI. Enemy Types Create: Soldier Heavy Scout Shotgunner Sniper Boss Each should have unique AI, weapons, health, and movement. Physics Implement custom physics including: Gravity Collision detection Capsule collision Raycasting Rigid body support Trigger volumes Moving platforms Projectile simulation Explosion forces UI Create: Main menu Pause menu Settings Controls Graphics options Audio options HUD Ammo counter Health Armor Crosshair Objectives Compass FPS counter Debug overlay Audio Implement: Positional 3D audio Footsteps Surface dependent footsteps Weapon sounds Ambient sounds Combat music Explosion sounds Enemy voices UI sounds Animation Support: Skeletal animation Animation blending Inverse kinematics Animation state machines Root motion (optional) Level Create a fully playable level containing: Indoor areas Outdoor areas Multiple elevations Buildings Cover Secret rooms Environmental storytelling Interactive objects Lighting Props Mission Create a complete single-player mission: Spawn Tutorial Reach checkpoint Clear enemies Activate objective Defend objective Boss fight Escape Victory screen Save System Implement: Save games Checkpoints Configuration files Persistent settings Optimization Target: 120+ FPS Efficient memory usage Object pooling Multithreading where appropriate Minimal CPU overhead GPU friendly rendering Efficient batching Code Quality Requirements: Professional folder structure Modular architecture SOLID principles where appropriate Well documented code Clear naming conventions Reusable systems No duplicated code Easy to extend Deliverables The AI should generate: Complete source code Build system (CMake preferred) Project structure Assets folder layout Documentation Setup instructions Controls Comments explaining complex systems Every system should be fully implemented rather than stubbed out. Avoid placeholder code or "TODO" sections. The finished project should compile and run as a complete standalone FPS game without depending on any commercial game engine.

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