Last Stand Arena
A 3D Battle Royale shooter built entirely from scratch in Python using raw OpenGL fixed-function pipeline calls. Features a custom first-person renderer without any existing game engines, implementing hand-written collision physics, wave-based AI, and a fully functional weapon/ammo economy.
Gameplay recording
Screenshots · 9 captures
01 / 09Architecture
No engine: one GLUT-driven loop updates the world at a fixed rhythm and redraws it with the OpenGL fixed-function pipeline.
01
Input
- Keyboard and mouse
- FPS / TPS camera toggle
02
Game state
- Weapons: mag and reserve ammo
- Shrinking zone, score, combos
03
Simulation
- Enemy behaviours (four types)
- Hit tests, per-pellet shotgun
- Zone damage
04
Render
- Hand-built geometry
- First-person weapon models
- HUD and game-over stats
Technical highlights
- 01
Custom 3D rendering pipeline using raw OpenGL (fixed-function) without shaders or game engines.
- 02
Dual camera system (FPS & TPS) with smooth interpolation to avoid gimbal lock.
- 03
Comprehensive weapon mechanics including magazine/reserve ammo economy, per-pellet shotgun tracking, and probabilistic zone-based headshots.
Stack
- Python
- OpenGL
- GLUT
- Linear Algebra
- Game Physics