Capstone: Go Deep
Not public yet. This page links to
b12n-herfiandb12n-ohuntley, which are still private, so those links will 404 for now. They're being opened up as the course progresses, and this note goes away when they are. The three raylib suites the rest of the course is built on (clj, jlt, jnk) are public today.
Both of these are real, already-shipped codebases well past what this course teaches directly. The goal here isn't to finish them, it's to read production-scale game code and, if something grabs you, extend it.
Multiplayer & 3D: herfi
b12n-herfi, the ECS you read in Phase 4, plus real WebSocket multiplayer (scene/network.cljs) and Three.js 3D rendering, with a Clojure/Aleph backend. If Phase 3's FFI-philosophy question ("what would you want for a much bigger game?") stuck with you, this is what "bigger" actually looks like in this ecosystem.
Single-player 3D, AI, and real test coverage: ohuntley
b12n-ohuntley, the procedural maze generation and zombie-AI state machine from Phase 4, in full: 3D rendering via Three.js, five power-up types, particle effects, procedural sound, and, worth studying on its own, 58 tests / 455 assertions across maze/pathfinding/AI/combat/game-state. If you want to see what "test your game's pure logic thoroughly" looks like at real scale, this is the reference.
Next
Where to go next, this course's own guided material ends here.