This is a fully functional game engine where every system is modifiable at runtime in the browser. The core philosophy challenges software as a black box – all code is exposed and hackable.
Key Technical Differentiators:
Live Dependency Injection – Core systems (weapons, rules, physics) are dependency-injected and hot-swappable
No Build Step – Edit code → Apply → See changes instantly while playing
Deterministic Engine – Seeded RNG for reproducible gameplay/mod testing
Public Domain – No licensing restrictions, truly yours to modify
Try the Live Modding:
Play the game normally (wave-based shooter with boss fights)
Open any mod panel ( WEAPON, RULES, PLAYER)
Load a preset or write your own code
Click Apply – changes take effect immediately
Example – Modify Weapon Behavior:
javascript
// In the WEAPON panel – create a 3-shot burst
function shoot(player, target, engine) {
for (let i = 0; i < 3; i++) {
setTimeout(() => {
engine.projectiles.push({
x: player.x, y: player.y,
vx: Math.cos(angle) * 450,
vy: Math.sin(angle) * 450,
size: 3, color: '#ff55ff', life: 1.5
});
}, i * 80);
}
}
Architecture Highlights:
Clean separation between engine core and mod systems
Mods run in same context as engine (full API access)
localStorage persistence for user creations
All audio generated procedurally
Why I Built This:
Most game engines treat their internals as black boxes. I wanted to create something where the educational value is inherent – you learn game development by modifying a working game, seeing immediate results.
The engine demonstrates "sovereign software" principles: transparent, modifiable, and truly owned by users. No permissions, no gatekeepers, just creative freedom.
I'm particularly interested in HN's thoughts on:
The technical architecture choices
Potential applications beyond gaming
The "sovereign software" philosophy
Ways to improve the modding API
modulardevtools•1h ago
Sovereign Engine: Project Flux https://modulardev-tools.github.io/Project-Flux/
This is a fully functional game engine where every system is modifiable at runtime in the browser. The core philosophy challenges software as a black box – all code is exposed and hackable.
Key Technical Differentiators:
Try the Live Modding: Example – Modify Weapon Behavior: javascript// In the WEAPON panel – create a 3-shot burst function shoot(player, target, engine) { for (let i = 0; i < 3; i++) { setTimeout(() => { engine.projectiles.push({ x: player.x, y: player.y, vx: Math.cos(angle) * 450, vy: Math.sin(angle) * 450, size: 3, color: '#ff55ff', life: 1.5 }); }, i * 80); } }
Architecture Highlights:
Why I Built This: Most game engines treat their internals as black boxes. I wanted to create something where the educational value is inherent – you learn game development by modifying a working game, seeing immediate results.The engine demonstrates "sovereign software" principles: transparent, modifiable, and truly owned by users. No permissions, no gatekeepers, just creative freedom.
I'm particularly interested in HN's thoughts on:
Live Demo: https://modulardev-tools.github.io/Project-Flux/ GitHub: https://github.com/JamesTheGiblet/Project-Flux-MVP-ReadyLooking forward to your feedback and seeing what mods you create!