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Game Dev

2026

ColorFPS

A color-theory multiplayer arena shooter built purely on my custom C++ engine

60 Hz
authoritative server
9
mixed states (from 64)
69
synth audio cues
187
CTest suites

6-player arena FPS where additive (R/G/B) and subtractive (C/M/Y) reagent orbs mix into persistent combat vortices — built from scratch on top of my own Engine library (github.com/namanyt/engine), with no third-party game engine.

Color is not the theme — color is the ruleset. Players run additive (R/G/B) or subtractive (C/M/Y) loadouts and fire reagent orbs that paint persistent floor vortices (Fire, Poison, Ice, Shock, Pressure, Gravity), inverting inside your own pools while three primaries create a contested Absolute zone. Built purely from my own public C++17 / OpenGL 3.3 Engine library (namanyt/engine) rather than Unity or Unreal — extending it with a 60 Hz authoritative ENet server with client-side prediction and reconciliation, a 120 Hz character controller, a proven 64-composition to 9-state color table with 6-bit provenance tracking, and 69 procedural audio cues synthesized on a whole-tone pitch scale in Python.

Log

  • 2026-10

    Completed P0–P10 milestones: glTF arena pipeline, ENet server + reconciliation, live admin console, and 187 automated CTest suites.