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Iron Seed

Procedural FPS in C++20 combining reproducible runs, a persistent campaign and a custom modular engine for rendering, audio, platform integration and content generation.

C++20SDL3OpenGLCMake
$ ./gdp --seed 12345Initializing deterministic campaign...[+] World and encounters generated[+] Campaign checkpoint loaded[+] Graphics profile: HIGHWKC Forge → core/render/audioStatus → Playable build

Overview

Iron Seed evolved from a C/SDL prototype into a modular FPS in C++20, SDL3 and OpenGL. Rooms, corridors, materials, enemies, loot, events, lighting and audio are derived from seeds, making a run reproducible without sacrificing variety.

Technical focus

  • Campaign, Speedrun and persistent checkpoints with safe restoration.
  • Combat, progression, HUD, menus and multiple graphics profiles.
  • Procedural world, materials, enemies, lighting and audio.
  • WKC Forge separates reusable core, platform, rendering, resource and audio modules.
  • CI covering Debug/Release, headless, offscreen OpenGL and sanitizer tests.
  • Portable packages for Windows x64, Linux x64, and macOS Intel/Apple Silicon.

Current state

Iron Seed is playable and remains in development. Current work prioritizes stability, graphics scalability and system validation before broad visual polish. The source is publicly available in the project repository; downloads on this page track the latest approved release, not every commit.

The macOS packages are previews without Apple notarization, so the system may request security confirmation on first launch. The Linux package requires an x64 distribution compatible with glibc 2.35 or newer.

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All versions (files hosted on GitHub Releases):