TitanFox FPS/Mech Game
- Python 51.9%
- C++ 47.1%
- Shell 0.9%
- C# 0.1%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
Debris: fallen pieces are shootable. Hits knock them about; once they've taken enough (sized to the piece) they break into 2-4 smaller chunks, a severed limb first comes apart at its joints, and crumbs under 6 cm turn to dust. Debris meshes use simple collision for weapon traces. Water: UTFWaterSubsystem runs a height-field wave simulation (M_WaterSim, float render targets, 41 m around the camera at 4 cm/texel, 30 Hz) that drifts downstream with the current. Feet, pilots, debris, bodies, dropped rifles and rocks in the river push the surface, giving bow waves and wakes; splashes, bullets and explosions ring out waves. M_Water shades ripples and whitecaps from it. Things crossing the surface splash in proportion to size and speed, and pilots splash with every stride. Dev commands: tf.WaterRipple, tf.WaterStats. Also: rebuilding a material now clears its whole graph (the editor's delete-all only removes half the nodes per call). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| Config | ||
| Content | ||
| docs | ||
| Scripts | ||
| Source | ||
| SourceAssets | ||
| .gitattributes | ||
| .gitignore | ||
| .mcp.json | ||
| CREDITS.md | ||
| README.md | ||
| TitanFox.uproject | ||
TitanFox
A fast first-person movement shooter with pilots and mechs, built in Unreal Engine 5 (C++).
Layout
| Path | What |
|---|---|
Source/TitanFox/Player/TFCharacterMovementComponent.* |
Pilot movement: sprint, double jump, wall-run, wall-jump (networked) |
Source/TitanFox/Player/TFCharacter.* |
First-person pilot, camera tilt, default input (no assets needed) |
Source/TitanFox/Game/TFGameMode.* |
Default game mode |
SourceAssets/Textures/ |
CC0 PBR sets from ambientCG / Poly Haven (SOURCE.txt in each) |
SourceAssets/Meshes/Greybox/ |
Blender-generated modular greybox kit (FBX + .blend) |
Scripts/fetch_textures.py |
Downloads the texture sets |
Scripts/blender/make_greybox_kit.py |
Regenerates the greybox kit headless in Blender |
Scripts/unreal/import_assets.py |
In-editor: imports assets, builds materials and L_WallRunTest |
Scripts/setup_unreal.sh |
Builds the editor target and runs the import |
Setup (Linux)
- Unreal Engine 5.8.3 (with Fab and Bridge) lives in
/mnt/storage/UnrealEngine/5.8.3/. Scripts/setup_unreal.sh --idebuilds the C++ module, generates VS Code project files, opens the editor and builds the test level. Press Play.
Engine install: sign in at https://www.unrealengine.com/en-US/linux, download the Linux zip,
and unzip it into /mnt/storage/UnrealEngine/. (Or link GitHub to your Epic account and build
EpicGames/UnrealEngine from source.)
Regenerate art: blender --background --factory-startup --python Scripts/blender/make_greybox_kit.py,
then re-run Scripts/unreal/import_assets.py in the editor (it's idempotent).
Controls
WASD / left stick move, mouse / right stick look, Space / A jump (double jump), Shift / L3 sprint. Wall-run: jump at a wall at speed while holding forward along it. Jump again to kick off.