Horly Games

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2 titles

How they're built

Every game here is written from scratch and open source. Take a case off the shelf to play it, or read how it works below.

Lane Runner version 0.9

C++17 · SDL2 · WebAssembly

A top-down highway arcade game built around a small driver-assistance stack. Simulated sensors produce object lists, a fusion step combines them, assist functions compute requests, and arbiters decide what reaches the car. The logic runs in a fixed 20 ms cycle and is unit-tested without SDL.

  • Front radar, two rear radars and a front camera behind one sensor interface. Radar ghosts under bridges, the camera is blinded by fog and tunnel glare.
  • Adaptive cruise control (speed and gap PID), emergency braking by time-to-collision stages, lane keeping, blind-spot warning.
  • Traffic uses IDM car following and MOBIL lane changes, with driver profiles and reaction times.
  • The same code runs on Windows, Linux, a handheld console and, compiled with Emscripten, in this browser.

Hungry Seal version 1.0

Phaser 4 · TypeScript · Vite

An arcade game about a very hungry seal. Swim Seal Bay, the Arctic and the Tropical Lagoon, eat everything smaller than you, grow through 8 sizes, dodge jellyfish, mines, sharks and orcas, and beat the squid bosses.

  • Creatures and props are modelled and rendered in Blender by scripts; all sound is synthesized in code.
  • Maps are bounded worlds with solid terrain from a signed distance field, drawn by a shader.
  • Plays with mouse, keyboard or touch, installs as an app and works offline.
  • Checked by unit tests, a headless browser playtest, a balance bot and phone frame-time runs.