Advertisement

Show us your project!!

Started by March 25, 2001 04:56 PM
14 comments, last by Peter Svensson 23 years, 10 months ago
Hi,

My project has been going for just over a year! It''s currently going through a major revision which should make it much more powerful and flexible.

There''s no way I''m going to give up on it now, but I''m not really sure what I want to do with (does that sound dumb?). I''m currently considering licensing the whole thing to other developers....

Cheers

Matt



I''m working on a multiplayer FPS, sort of like TFC but with tanks. I''m spending a lot of time making sure the engine is very generic and flexible so I can use the engine to explore as well as do the game. As an example the engine is cross platform and cross API, that way I get to play with everything if I want.

The code looks sort of the way David Eberly ''3D Game Engine'' book''s engine looks, though my source is much easier to read and is commented. Also, I''m planning on using an octree merged with the scene graph rather than bsp''s.

I''ve still got the code to a messier first version so the progress is speedy. Nothing much to look at yet though..

I''ve also had some interesting ideas for a blistering fast unlimited view landscape renderer(sidesteps t junctions altogether). When I hitch that up with ''vertex array range'' it should hammer...(in ogl anyway)

Currently working on the renderer and generic state management, soon to start the scene graph.

gimp
Chris Brodie
Advertisement
Project: Neo Phoenix
Genre: Top down Space Shooter
Awesome: hell yeah
Ships: Very nice
Progress: .1%

--ShiningKnightGL
NovaStorm Games
Something original, a landscape that people run across and shoot other people

Just finished making a different land builder (for more control over data), and am just starting a rewrite of the actual rendering/collision with dx8/eliptical.

Stupid input data. Why can''t I just render and shoot stuff?

Alright, I''m doing another tetris game. It is my first game, but not my first attempt =) It''s called Block Blaster (no it''s not the one in the projects section of this site). Most people would settle for "good enough" in a tetris clone, but I''m taking this further. I just finished writing the png loader, for example (most would probably just use bitmaps). I couldn''t stand 901K bitmaps though...the 78K main image is a lot better =) I''m in about mid-stages with this. I still need sound, music, a few extra gameplay features, a menu system...well, ok maybe I''m less than mid-stages It''s pretty cool though, I think...esp for a first game. I have a screenshot here:
http://chad.artoo.net/images/bbscreenshot.jpg

I''m not too, too happy with how it looks, but I''m not an artist so that is about the best I can do. Oh and notice the blocks breaking apart - I came up with my own particle system to do that =) "Particle system in tetris?!!" Of course! I might post a link to download a beta later.

-CS
Project: Legacy
Type: Online RPG
APIs: Winsock, DirectX
Lifetime: Off and on, 6 months
Completion: Code (<5%), Graphics (<1%), Sound (0%)
Web page: http://24.114.12.207

It's going to be a MMORPG, but I'm working on it slowly and carefully. I want to make a dynamic game that allows for a variety of settings and time periods, simply by adding different graphics and scripts, but I need to plan it cautiously, so it'll take a while. I'm also planning multi-server architecture, which will take a lot of testing. I suppose I'll rely on friends and interested GameDev-ers for basic testing, and a public beta for load testing.

I have the basic graphics working (well, the tile layout is rendering properly). Now I need to link this to the map, which means coming up with a balanced load/performance system for map handling.

Anyways, let me know what your FPS is if you try it, because I think I really need to optimize my graphics loop.


MatrixCubed
http://MatrixCubed.org

Edited by - MatrixCubed on March 27, 2001 11:15:25 AM

This topic is closed to new replies.

Advertisement