BLASTIIIFPS ENGINE
Watch the engine
An orange-lit industrial reactor chamber rendered in BlastIII

INDEPENDENT ENGINE. UNLIMITED IMAGINATION.

YOUR WORLD.YOUR RULES.

Old-school FPS energy. A modern creative toolkit. Build layered worlds, craft your arsenal, and step straight into the action.

IN ACTIVE DEVELOPMENT · Coded in C/C++
01 / REACTOR LIGHTINGNATIVE ENGINE CAPTURE
↓
120HzFixed-step simulation
2—8Online players
2D + 3DOne live workspace
BUILD → PLAYStandalone game export
01 /THE ENGINE

RETRO AT HEART.BUILT TO CREATE.

BlastIII brings the hands-on spirit of classic sector editing into a connected toolkit. Draw the space. Give it atmosphere. Make it playable.

01

Build spaces, not workarounds.

Stack floors, shape slopes and connect nested sectors. Edit whole room groups, paint shared surfaces and see every valid change immediately in Live 3D.

ROOM OVER ROOMLIVE GROUP EDITING
An engine-rendered bridge passes above the lower floor in the room-over-room demonstration.Room over room
02

Make the arsenal your own.

Assemble photographic sci-fi parts, animate their mechanisms and author the shot itself. Sockets, timelines, ejected parts, beams and layered projectiles share one creative workflow.

WEAPON STUDIOPROJECTILE DESIGNER
Weapon Studio with independent photographic parts, its canvas and the parts browser.Assemble from parts
03

Give every moment an impact.

Slow the world while keeping an edge in movement. Refractive shot wakes, physical debris, persistent blood, surface fire and spatial sound give combat a tangible aftermath.

BULLET TIMEPHYSICAL AFTERMATH
A native renderer capture of blood attached to world surfaces after combat.The aftermath stays
04

Take your world further.

Build a linked campaign or a competitive arena. Play with bots, connect through direct IP, and export a standalone game with its own title, presentation, settings and saves.

CO-OP + DEATHMATCHSTANDALONE EXPORT
A detail from Export game: render resolution and texture/atlas optimization. Local file-path fields are outside this crop.Export resolution and assets

Bullet time is available in campaign and offline bot matches. Online multiplayer uses shared real-time simulation.

02 /FEATURES

MORE THANA LEVEL EDITOR.

From the shape of a room to the sound of a shot. Explore the tools and systems that make a complete FPS possible.

SPACE WITHOUT THE FLATNESS

Layer the world.

Concave rooms, nested interiors, room-over-room floors and sloped planes. Extrude a connected room from a selected wall, then shape bridges, elevated walkways and vertical routes from editable sector geometry.

  • 2D planning and direct 3D surface editing
  • Ramps, stairs, doors, lifts and teleporters
An engine-rendered bridge passes above the lower floor in the room-over-room demonstration.Room over roomWatch the editor workflows
PRECISE, IMMEDIATE CONTROL

Edit a whole space at once.

Move, scale and rotate rooms, edges or vertices in groups. Copy only chosen room-property categories, align wall textures and preview arrays of 1–64 additional copies with explicit X/Y spacing.

  • Live values, fine modifiers and grid snapping
  • One Undo per gesture; cancel a drag with Esc
A selected wall group and its shared surface controls in the Level Editor.Shared surface editingSee extrusion and repeat previews
ATMOSPHERE IS PART OF THE DESIGN

Light. Surface. Detail.

Point lights and spotlights cast geometry and scenery shadows. Add animated materials, scrolling surfaces, outdoor sky, wall decals, cutout grilles and glass with adjustable refraction and blur.

  • Expanded photographic architectural materials
  • Held weapons receive the scene's lighting
A placed spotlight, its cone and the live lighting controls in the Level Editor.Light the spaceCompare lighting and glass
KEEP YOUR BEST CONSTRUCTIONS

Make it reusable.

Capture individual constructions or groups of rooms with their objects, nested contours, decals, partitions and internal links. Refine them in Prefab Studio, then place independent copies with portable textures.

  • Stairs and ramps aimed with two clicks
  • Adjust dimensions, rise, step count and angle
Prefab Studio edits a construction in its own 2D and 3D workspace.Reusable constructionsWatch a prefab workflow

Current development capabilities. Windows is the verified development platform; Linux and macOS build workflows still need native platform validation.

03 /LATEST DEVELOPMENT

THE TOOLKIT
KEEPS GROWING.

Recent additions and refinements across the engine, authoring tools and game presentation.

Explore all features
01

Draw less. Build further.

Room extrusion, selection arrays, checked property transfers and group prefabs speed up layout work. Isolate rooms in both views and inspect advisory reachability to keys, buttons and exits. Watch the editor workflows.

A selected wall group and its shared surface controls in the Level Editor.Shared surface editing
02

Weapon animation with working parts.

Editable motion paths, ejected elements, replacement insertion and socket-bound muzzle and smoke effects bring more of the mechanism into Studio.

Keyframes, sockets and event markers on the Weapon Studio animation timeline.Time the mechanism
03

A richer arena.

Eight contested powerups join bots and direct-IP matches, with timed effects, physical drops and clear carrier feedback.

Offline arena play with an active Quad powerup, its HUD feedback and bullet time.Powerup feedback in Play
04

A clearer view of the fight.

Refined HUD layout and scaling, a temporary weapon strip and thumbnail-backed saves improve the player-facing presentation. See the game's Chrono direction under Games.

The game save menu with scene thumbnails and six manual save slots.Keep your place
05

More atmosphere. More visibility.

Expanded architectural materials and scene-lit weapon bodies join the F3 timing and resource profiler, plus configurable render resolution and optimized standalone exports.

A placed spotlight, its cone and the live lighting controls in the Level Editor.Light the space
06

Gameplay recording, built in.

Capture a Windows play session to 1080p MP4 with its actual stereo sound mix using F10 or the pause menu.

The in-game pause view with the Windows recording controls. F10 is the recording shortcut.Record a play session
04 /WORLD BUILDING

SMALL PIXELS.BIG PRESENCE.

Cyber-industrial spaces with a photographic material identity. Every image below demonstrates the engine's world rendering.

SELECT A SCENE · CLICK TO EXPAND
01 / 04

Layered spaces

Stacked walkways, connected side openings and room-over-room geometry.

05 /THE CREATIVE TOOLKIT

LESS FRICTION.MORE CREATION.

A level is only the beginning. Build weapons from parts, animate their mechanisms and make reusable pieces of your world.

BLAST III / LEVEL EDITOR
BlastIII level editor with a 2D plan, 3D view and material library
DESIGN THE SPACE

See the plan.
Feel the world.

2D precision meets immediate 3D feedback. Paint materials, adjust heights and wire up interactive spaces without leaving the workspace.

  • Live 2D / 3D editing
  • Material and object libraries
  • Undo, recovery and level checks
REAL WORKSPACES. REAL ENGINE CAPTURES.

Projectile DesignerLayer animated projectiles, tune their physics and shape their trails and impacts.The Projectile Designer with visual layers and projectile behaviour controls.Design the projectile

Enemy StudioDraw sprite masks and preview dismemberment with the same physics used in play.Enemy Studio displays authored sprite masks and the physical breakup preview.Preview the breakup

06 /HANDS ON WITH THE ENGINE

AN IDEA.THEN IT'S PLAYABLE.

Four short editor walkthroughs. Watch a layout take shape, preview a mechanism, reuse a construction and step into Play.

What each walkthrough shows
  1. Start with a blank plan in the Level Editor.
  2. Define a rectangular room in the 2D plan.
  3. The room appears in the Live 3D view.
  4. Drag outward from a selected wall to extrude a connected room.
  5. The connected room is committed to the editable layout.
  6. Preview repeated copies with explicit spacing.

REAL EDITOR CAPTURES · Scripted demonstrations · 12 seconds each · Silent, with descriptive captions · Presentation clips do not measure loading time or performance

07 /SEE WHAT CHANGES

ONE SCENE.A DIFFERENT FEEL.

Move the divider to reveal the effect. Each pair uses the same scene and camera, with only the named setting changed.

Point light off
Point light on
Point light onPoint light off
50%

The same scene and camera, with one cyan point light disabled and enabled.

Open the comparison frames directly
Light changes the space. Before / AfterLet the world bend. Before / AfterSee the pressure wake. Before / After
08 /HEAR THE ENGINE

THE WORLDHAS A VOICE.

Listen to the game's actual audio mix. Headphones make the left, front and right positions easiest to hear.

01 / NATIVE ENGINE AUDIO / 00:12

Left. Front. Right.

Pistol shots placed to the left, directly ahead and to the right by the actual game audio system.

  1. 00–03sLeft
  2. 03–07sFront
  3. 07–12sRight
Open the audio file
02 / NATIVE ENGINE AUDIO / 00:12

Two clocks. One mix.

World shots slow to quarter speed during bullet time; the personal transition and heartbeat retain their own clock.

  1. 00–03sNormal time
  2. 03–08sBullet time
  3. 08–12sNormal time
Open the audio file

CAPTURED FROM COMBATAUDIO · Supplied recordings, unchanged in the game · Native spatial balance and time scaling · No microphone, narration or synthetic replacement sounds

09 /IN MOTION

PRESS PLAY.GET A FEEL.

Two short looks at the engine's visual language — its environments and its photographic sci-fi arsenal.

Worlds with a pulse.

Native engine scene captures: sector geometry, materials and layered interiors.

An arsenal with character.

Approved Pistol, Shotgun and Vulcan animations composited over engine scenes.

Silent visual demos. The scene reel uses rendered stills; the arsenal reel demonstrates sprite animations. Neither is a gameplay recording.

GAMES / BUILT WITH BLAST III

WORLDS WORTHSTEPPING INTO.

Exodus: Trapped In Time

Explore the game taking shape with BlastIII. Its story, development environments, screenshots and visual demos now have their own home.

Discover Exodus
A FEW MORE DETAILS

UNDER THE HOOD.

What kind of engine is BlastIII?

An independent C++20 retro FPS engine and sector-based editing toolkit. Its 3D scenes use OpenGL GPU rendering, photographic sci-fi artwork and crisp retro sampling.

The Level Editor combines the 2D plan, Live 3D viewport and material library.The live editor
Can I make a standalone game?

Yes. Export game packages a saved starting map, linked levels, portable textures, runtime artwork, audio, weapon settings and assigned Studio designs. Choose the game title, render height and optional image optimization. The exported game starts directly in Play, with its own settings and saves; authoring masters stay unchanged.

A detail from Export game: render resolution and texture/atlas optimization. Local file-path fields are outside this crop.Export resolution and assets
What about multiplayer?

Direct-IP cooperative campaign and Deathmatch support 2–8 players. The host runs authoritative simulation with client movement prediction, remote interpolation and bounded instant-shot lag compensation. Players need matching maps and assets. Offline Deathmatch supports bots; eight powerups work in arenas. Bullet time and cheats are disabled online.

The direct-IP network lobby and its session controls in the running editor.Host a shared session
Can the source build without downloads?

The repository includes the pinned project dependencies and build fallbacks for offline builds. A suitable compiler, operating-system development SDK and graphics driver must already be installed. Windows uses the permanent build and installation workflow; Linux and macOS have native build entry points, with runtime validation still pending on those platforms.

The Level Editor combines the 2D plan, Live 3D viewport and material library.The live editor
Where can I get it?

BlastIII is in active development. This page is a showcase of its current tools and visuals; a public release and download are not available here yet. Windows is the current verified development platform; native Linux and macOS workflows still require platform testing.

THE NEXT WORLD STARTS WITH AN IDEA.

MAKE IT BLAST.

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BLAST III