OhMyGame
OhMyGame은 AI로 게임을 만들 수 있는 오픈소스 스튜디오로, 디자인·구축·플레이테스트·출판을 하나의 앱에서 모델 키와 함께 수행합니다
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A 3D smash-everything game in four levels. Runs on the web, Android and iOS from one Flutter project.
Levels (open the 🗺 Map to switch; smash 80% of a level to unlock the next, progress is saved on the device)
Controls
Modes
You have to walk up to things (reach is measured along the floor, so you can bend down to tyres): anything further than your reach shows "Too far — walk closer".
Toughness: glass (glasses, bottles, jars, the lamp, the mirror, vehicle windows and lights) breaks fast; everything else takes several hits. Bat hits to break: vases, plates, mugs, teapot and flower pots 2; laptop 3; monitor, printer, chairs and crates 4; the TV 6. Punches and knife stabs take twice as many as the bat. Vehicle windows crack on the first hit and shatter on the next; mirrors snap off; the bodywork dents where you hit it. Hitting the car sets off its alarm; hitting the bus sounds its horn. Bats and fists just bounce off soft things and tyres. Tyres take 2 knife stabs to go flat, and a flat tyre makes the vehicle sag onto that corner. Soft things take knife stabs: pillows, cushions and the teddy 4, the mattress 10, the sofa 16.
Inside the bus: walk through the door on the lane side (between the wheels) and step up. Inside are 13 double seats and the driver's seat; each breaks after 4 bat hits (8 punches or knife slashes) into pieces and foam. You can break the windows and dent the walls from inside too.
Furniture breaks too: the table, shelf, workbench, TV crate, monitor desk and bed frame crack with each bat hit or punch, make whatever is standing on them hop, and finally collapse into planks, dropping everything on top. Bat hits to break: monitor desk 4, table and TV crate 6, shelf and workbench 8, bed 10 (twice as many punches). A knife only carves them. Refill rebuilds them.
rage_room/
├── app/ Flutter app (web, Android, iOS)
│ ├── lib/main.dart Home screen + game screen, haptics
│ ├── lib/game_view_mobile.dart Runs the game in a WebView (Android/iOS)
│ ├── lib/game_view_web.dart Runs the game in an iframe (web)
│ └── assets/game/index.html The built 3D game (generated, don't edit)
└── game_src/ The 3D game itself (JavaScript)
├── src/levels.js The four levels: rooms, furniture, objects, lighting
├── src/main.js Walking, weapons, physics, smashing, level progress
├── src/objects.js Every smashable object (look, physics, toughness)
├── src/vehicles.js The car and the bus, built from breakable parts
├── src/audio.js All sounds (synthesized, no audio files)
├── src/textures.js Brick, concrete, wood and neon textures
├── src/index.html Page + on-screen buttons
└── build.mjs Bundles everything into app/assets/game/index.html
The 3D game uses Three.js (3D graphics) and cannon-es (physics). Flutter's own 3D support is still experimental, so the game runs inside the Flutter app as one self-contained HTML page. It works fully offline and needs no internet connection.
You need the Flutter SDK. For Android you also need Android Studio; for iOS you need a Mac with Xcode.
cd app
flutter pub get
flutter run -d chrome # in the browser
flutter run # on a connected Android/iPhone
cd app
flutter build apk --release # Android APK → build/app/outputs/flutter-apk/app-release.apk
flutter build appbundle --release # Play Store bundle
flutter build ios --release # iOS (on a Mac)
flutter build web --release --no-web-resources-cdn # website → build/web (upload to any static host)
To install the APK on your phone, copy app-release.apk to the phone and open it. You'll need to allow "Install unknown apps".
vercel_site/ is ready to deploy: the whole game in one index.html (about 650 KB, loads fast on phones) plus vercel.json. node build.mjs keeps it up to date.
From the command line (needs Node.js):
npm i -g vercel
cd vercel_site
vercel # first time: log in and answer the setup questions (defaults are fine)
vercel --prod # publish to your live URL
From GitHub: push this project to a GitHub repository, then in Vercel choose Add New → Project, import the repository, set Root Directory to vercel_site, set Framework Preset to Other, leave the build command empty, and deploy.
The full Flutter web app (app/build/web, with the home screen) also works on Vercel, but browsers download about 8 MB before it starts, so the single-page game is the better choice for the website. Keep Flutter for the Android and iPhone apps.
Edit files in game_src/src/, then rebuild the game asset:
cd game_src
npm install
node build.mjs # writes app/assets/game/index.html and dist/index.html
Open game_src/dist/index.html in a browser to try changes without Flutter.
Ideas: add objects to TYPES in objects.js and place them in a level's items in levels.js; add a level to LEVELS (and its room to SHELLS); change UNLOCK_AT to make unlocking harder or easier; add vehicles in vehicles.js and VEHICLE_SPOTS in main.js; change the neon signs in SHELLS in levels.js.