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name: flame_flutter3d
description: "A bridge to the Flame 2D game engine: Flame draws its own layer, flutter3d draws its own, and the two stay reconciled — transforms, lifecycle, physics contacts, input and the actor system."
version: 0.8.5
repository: https://github.com/pleiondev/flutter3d
homepage: https://flutter3d.pleion.dev
issue_tracker: https://github.com/pleiondev/flutter3d/issues
topics:
- game-development
- game-engine
- graphics
- flame
resolution: workspace
environment:
sdk: ">=3.12.0 <4.0.0"
dependencies:
flutter:
sdk: flutter
# Flame renders its own layer; nothing here reimplements its component
# tree, its camera, or its collision broadphase.
flame: ^1.38.2
# The surface flutter3d itself draws through, and the clock every host in
# this repo already ticks a scene with.
flutter3d_app: ^0.8.1
# Impeller's frame as a `ui.Image` with no copy, for a model drawn into
# Flame's own canvas (`Model3dComponent`). Imported on native builds only.
flutter3d_impeller: ^0.8.1
# The scene graph a Flame component's transform is bridged onto.
flutter3d: ^0.8.3
# The actor/entity system the ECS bridge wraps, and the shared `InputState`
# the input bridge writes into — the same object `flutter3d_game`'s own
# `DesktopInput`/`PadInput` write into, so a bridged game and a native one
# read one input model.
flutter3d_sim: ^0.8.1
# Rigid bodies and the collision world the physics bridge steps and
# listens to.
flutter3d_physics: ^0.8.2
# `Bindings`, and the desktop/pad input translators the input bridge's own
# guide points a reader back to rather than duplicating.
flutter3d_game: ^0.8.0
# The pool and the instanced draw a Flame game's blasts go through. Plain
# Dart, no native code: a game that throws no particles pays nothing.
flutter3d_particles: ^0.8.1
# The map a Tiled level is read into, the one `flame_tiled` reads too: a
# game that loads its level through `TiledComponent` hands over its
# `tileMap.map`. Plain Dart and XML, no rendering.
tiled: ^0.11.1
vector_math: ^2.2.0
dev_dependencies:
flutter_test:
sdk: flutter
flutter_lints: ^6.0.0
# A renderer with no GPU under it, so a bridge test can build a scene and
# pump a frame without a device.
flutter3d_cpu: ^0.8.0
# Flame's own test harness: a `GameWidget` under `flutter_test` needs its
# first load/resize driven a specific way plain `pumpWidget`/`pump` does
# not do on their own.
flame_test: ^2.3.1
# A device that records rather than draws, to see what a component gave
# back when it went.
flutter3d_hardware: ^0.8.0
# A runner that climbs, for the character body's own test.
flutter3d_game_platformer: ^0.8.0
# A controller that is not there, for the pad feed's own test.
pad_input: ^0.4.3
# Flame's own 2D physics, for the test that a bridged component follows
# one of its bodies; the bridge itself asks only for Flame's providers.
flame_forge2d: ^0.19.3
flutter:
uses-material-design: true