Skip to content

VertexStudio/vxr-sim-docs

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

8 Commits
 
 
 
 

Repository files navigation

VXR Sim is a game powered by AI Render

An AI native rendering system that leverages the power of Procedural Augmented Generation (PAG) systems combined with BevyEngine's robust cross-platform architecture to build: a gameplay engine that speaks AI's language natively, while delivering the performance and flexibility modern games demand.

AI Render VXR-Sim

AI Render - VXR Sim

The left panels show our engine's "thinking" - the base skeletal animations and spatial relationships that form the foundation of gameplay mechanics. The right panels demonstrate the vision: how these abstract concepts can be transformed into different visuals.

At this stage of development, we have an RPG game for Telegram, that blends the best elements of Hades and Diablo. It features fast-paced, top-down combat, procedurally generated levels, and permanent progression. Players will collect loot, optimize builds, and grow stronger with each run. The main objective is to defeat the opponent.

Currently, there are three characters, differentiated by color: Green (your player), Blue, and Red (the opponents). At this stage, there are no specific controls for your character. Instead, your role is to provide ammunition, clones, and weapon tactics to defeat the opponents.

Core Technologies

Tech Stack Overview

This project is built using Rust, a systems programming language known for its performance and memory safety, and Bevy, a modern and data-driven game engine. Rust provides the foundation for robust and efficient code, while Bevy's ECS (Entity-Component-System) architecture enables scalable and modular game development. Together, they power the creation of a dynamic and interactive gaming experience.

Access the game

Click on the following link: http://198.211.116.67/sim.html.

Wait a few moments for the experience to load. Please note, it may take anywhere from 6 to 18 seconds. You may initially see a black screen—this is normal. Once the experience has successfully loaded, you will see the following screen:

Desktop View
Desktop View

Mobile View
Mobile View

Players can preview the game and choose from the following options:

  • Play: Start the game experience.
  • Settings: Adjust or modify the game configurations.

To control camera view, tap anywhere on the screen to change the camera’s position, simulating surveillance cameras recording events around the environment.


Gameplay

If we select the Play button we will enter directly to the gameplay.

Screen Layout

The screen is divided into two sections:

  • Upper Screen: Game environment.
  • Lower Screen: User Interface (UI).

Layout image


UI Elements

  • Health and Shield Bars: Display player's status.
  • Score and FPS: Show current score and game frame rate.
Ui elements

Navigation Bar

  • Widgets:Enable/disable additional UI components.
Navigation bar

Game Statistics

  • Current Stats: Default display.
  • Detailed Statistics: Includes overall performance, individual metrics, ability usage, damage dealt, and damage received.
Game statistics

Abilities

  • Ability Slots (3): Use abilities, powers, or weapons with cooldowns for balanced gameplay.
Abilities

Gear Section

  • Modify equipped gear slots by toggling “<” and “>” buttons for each slot.
Gear section

Additional Options (Burger Button):

  • Start a new game.
  • Reset the game.
  • Go to settings.
  • Exit the game.
Menu

Settings Panel

When the "Settings" section is selected, a panel will open, allowing players to adjust the following game configurations:

1. Preset

Preset configurations are preloaded settings for map size, level configurations, gameplay, and gear. Available options include:

  • Menu
  • Small
  • Medium
  • Large
  • Random

2. Level

a. Seed

Change the map seed to generate a new random layout.

b. Width

Adjust the map width with a range of 3 to 8.

c. Length

Adjust the map length with a range of 3 to 8.

d. Tile Size (X, Y)

Defines the physical size of each grid cell (floor):

  • Tile Size X: Width of each cell.
  • Tile Size Y: Length of each cell.

Visualization:

    tile_size.x
  ┌──────────┐
  │          │
  │          │ tile_size.y
  │          │
  └──────────┘
  • Examples:
Tile Size Visualization Description
(1,1) ┌─┬─┬─┐
├─┼─┼─┤
└─┴─┴─┘
3x3 grid (3x3 units total)
(2,1) ┌──┬──┬──┐
├──┼──┼──┤
└──┴──┴──┘
3x3 grid (6x3 units total)
(2,2) ┌──┬──┬──┐
├──┼──┼──┤
└──┴──┴──┘
3x3 grid (6x6 units total)
e. Floor Threshold

Determines the density of floor generation:

  • Low threshold (e.g., 0.2): More floors (denser areas).
  • High threshold (e.g., 0.8): Fewer floors (sparser areas).
f. Noise Scale

Controls the "zoom" of the Perlin noise used for map generation:

  • Low scale (e.g., 0.1): Larger, connected areas.
  • High scale (e.g., 0.9): Smaller, fragmented patterns.

This directly affects how large or small the connected Floor vs. Empty areas will be. A low scale will create larger, more connected areas, while a high scale will create a more fragmented and detailed pattern.

3. Gameplay

a. Number of Teams

Sets the number of teams in the game:

  • Minimum: 1
  • Maximum: 4
b. Max NPCs per Team

Defines the maximum number of NPCs per team:

  • Minimum: 1
  • Maximum: 4
c. Spawn Rate

Determines how quickly NPCs spawn (in seconds):

  • Range: 0.5 - 60 seconds.
d. Aim Speed

Controls how fast NPCs aim:

  • Range: 2.0 (slow) - 20.0 (fast).
e. Move Speed

Defines NPC movement speed:

  • Range: 4.0 (slow) - 20.0 (fast).
f. Balance

Controls the restitution of NPCs on collision:

  • Range: 50.0 (low bounce) - 200.0 (high bounce).

4. Gear

Players can equip gear in up to four slots, each with modifiers that alter gameplay.

Available Modifiers:

Offensive:
  1. AllDamageBonus: +50% to all damage.
  2. ElementalDamageBonus: +100% to elemental effects.
  3. BulletDamageBonus: +80% to projectile damage.
  4. ItemDamageBonus: +100% to item damage.
Defensive:
  1. AllDamageMitigation: -20% to all damage received.
  2. ElementalDamageMitigation: -20% to elemental damage.
  3. BulletDamageMitigation: -20% to projectile damage.
  4. ItemDamageMitigation: -20% to item damage.

Modifiers can be combined across slots, with cumulative effects. Damage mitigation cannot reduce damage below zero.

Buttons:

  • Apply Changes: Save configurations.
  • Cancel: Revert to initial settings.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published