Gameplay, camera, and atmosphere kit in flutter_scene
Flutter Scene provides high-level gameplay components and ergonomic building blocks in package:flutter_scene/kit.dart so games and interactive experiences do not need to re-implement standard mechanics from scratch.
When choosing components, consider existing engine alternatives:
- For physics-driven character navigation with collider capsules, wall sliding, and autostep, use
KinematicCharacterControllerfrompackage:flutter_scene/physics.dart. - For interactive mouse/touch orbit cameras with inertia, use
OrbitCameraControllerorFollowCameraController. - For framing a standalone
PerspectiveCamera, usePerspectiveCamera.framing. UseBoundsFramingwhen computing a transform for aNodeCameramounted in the scene graph.
Imports
import 'package:flutter_scene/scene.dart';
import 'package:flutter_scene/kit.dart';
import 'package:vector_math/vector_math.dart' as vm;
Camera rigs and smoothing
SpringArmComponent
SpringArmComponent attaches to a target character node and mounts a camera node at the arm's socket. It casts rays against the scene hierarchy to prevent geometry clipping, smoothly pulling the camera inward when colliding with walls.
Note on offsets: targetOffset is applied in world space from the character node's origin, and socketOffset acts in the camera socket's local plane along X (right) and Y (up).
final characterNode = Node();
final cameraNode = Node();
final cameraArm = SpringArmComponent(
targetLength: 5.0,
targetOffset: vm.Vector3(0, 1.6, 0), // Eye height
socketOffset: vm.Vector3(0.5, 0, 0), // Over-the-shoulder
enablePositionLag: true,
positionLagSpeed: 8.0,
cameraNode: cameraNode,
);
characterNode.addComponent(cameraArm);
scene.root.add(characterNode);
scene.root.add(cameraNode);
CameraShake
CameraShake implements a trauma-decay model driven by deterministic simplex noise for organic multi-axis camera shake (explosions, footsteps, hits).
final shake = CameraShake(decayRate: 1.2, frequency: 25.0);
// Add trauma on hit
shake.addTrauma(0.6);
// Inside game loop
final offset = shake.update(deltaSeconds);
cameraNode.localTransform = baseTransform * offset.toMatrix4();
Character movement and steering
ThirdPersonControllerComponent
ThirdPersonControllerComponent handles kinematic movement, sprint multipliers, turn smoothing, ground snapping with raycasts, slope sliding, coyote time, and buffered jumps. Input expects +Y as forward in 3D.
final playerNode = Node();
final controller = ThirdPersonControllerComponent(
walkSpeed: 4.5,
runMultiplier: 1.8,
jumpVelocity: 7.0,
groundPlaneHeight: 0.0, // Optional fallback floor
);
playerNode.addComponent(controller);
// Pass rotatesToMovement: false to move the node without turning it; read
// controller.yaw to drive a child mesh or animation from the heading instead.
// When using VirtualJoystick (where up is -Y in screen space), invert Y:
// controller.setMoveInput(vm.Vector2(joystickDir.x, -joystickDir.y), isRunning: isSprinting);
if (jumpPressed) controller.jump();
Autonomous Steering Behaviors
Steering provides math helpers for NPC navigation, flocking, and crowd dynamics.
// Seek target
final seekForce = Steering.seek(npcPos, npcVel, targetPos, maxSpeed: 4.0);
// Arrive smoothly
final arriveForce = Steering.arrive(npcPos, npcVel, targetPos, slowingRadius: 3.0);
// Flocking separation
final sepForce = Steering.separation(npcPos, npcVel, neighborPositions, desiredDistance: 1.5);
Dynamic environments and atmosphere
DayNightCycleComponent
DayNightCycleComponent moves the sun along a realistic solar arc given latitude and time of day, evaluating sun colors, intensities, and ambient lighting transitions.
final sunLight = DirectionalLight();
final sunNode = Node()..addComponent(DirectionalLightComponent(sunLight));
scene.root.add(sunNode);
final skyCycle = DayNightCycleComponent(
timeOfDay: 14.5, // 2:30 PM
timeSpeed: 0.1, // Progress 0.1 hours per second
latitude: 34.0,
sunLightNode: sunNode,
);
scene.root.addComponent(skyCycle);
WaterSurfaceComponent
WaterSurfaceComponent evaluates multi-harmonic Gerstner trochoidal waves for water surfaces and floating buoyancy queries.
final water = WaterSurfaceComponent();
final surface = water.evaluateAt(vm.Vector2(playerPos.x, playerPos.z));
final waterHeight = surface.displacement.y;
final waterNormal = surface.normal;
Immediate-mode debug visualization
DebugDraw provides static immediate-mode line, ray, box, sphere, axis, and physics collider drawing utilities for physics debugging and AI visualizers.
DebugDraw.line(startPos, endPos, color: vm.Vector4(1, 0, 0, 1));
DebugDraw.box(aabb, color: vm.Vector4(0, 1, 0, 1));
DebugDraw.sphere(center, 1.0, color: vm.Vector4(0, 0, 1, 1));
DebugDraw.axes(node.globalTransform, size: 2.0);
// Every collider under a node, posed the way the simulation sees it.
// Triggers draw in triggerColor. DebugDraw.shape draws a single posed Shape.
DebugDraw.colliders(scene.root);
// Render debug lines: one updatable geometry, rebuilt in place each frame.
final debugGeometry = DebugDraw.createGeometry();
debugNode.mesh = Mesh(debugGeometry, UnlitMaterial());
// Per frame, after the DebugDraw calls:
DebugDraw.flushInto(debugGeometry);
DebugDraw.flushMesh() builds a new geometry per call; it suits a one-off capture, not a per-frame loop.