/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <math.h>
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool thrust=FALSE; // Acceleration flag ( NEW )
GLfloat ship_heading=90; // Angle For The Ship ( NEW )
GLfloat old_ship_location_x=0; // X_0 Verlet Location
GLfloat old_ship_location_y=0; // Y_0 Verlet Location
GLfloat ship_location_x=0; // X_1 Verlet Location
GLfloat ship_location_y=0; // Y_1 Verlet Location
GLfloat new_ship_location_x=0; // X_2 Verlet Location
GLfloat new_ship_location_y=0; // Y_2 Verlet Location
GLfloat ship_adtdt_x=0; // Horizontal Acceleration*DT*DT
GLfloat ship_adtdt_y=0; // Vertical Acceleration*DT*DT
GLfloat old_ship_adtdt_x=0; // Old Horizontal Acceleration*DT*DT
GLfloat old_ship_adtdt_y=0; // Old Horizontal Acceleration*DT*DT
int glow=0;
int glow_direction=1;
const float piover180 = 0.0174532925f;
const float ADTDT = 0.0005f; // This Represents Acceleration Times DT^2
int max_screen_width=11; // Maximum Values For Ship X Component
int max_screen_height=8; // Maximum Values For Ship Y Component
const float units_for_ship = 80.0f; // This Is The Value The Ship Will Be Scaled By
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
if (glow_direction > 0) // Change The Ship's Outlines Red Parameter Up Or Down
{
glow++;
glow++; // Using glow++; Was Too Slow, So I Added A Second Increment
if (glow >= 120)
glow_direction=-1;
}
else
{
glow--;
glow--;
if (glow <= 1)
glow_direction=1;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(ship_location_x, ship_location_y, -20.0f); // Move Into The Screen 20.0 and Place Ship
glRotatef(ship_heading-90.0f,0.0f,0.0f,1.0f); // Rotate The Ship On The Z axis ( NEW )
// This Is Similar To The Old Turtle Graphics Of Logo
glBegin(GL_LINE_STRIP); // Start Drawing The Ship's Outline With A Sequence Of Lines
glColor3f((glow+135.0f)/255.0f,0.0f,0.0f); //Set Glowing Color
glVertex3f( 0.0f, 62/units_for_ship, 0.0f); // First Point Of The Ship
glVertex3f(-25/units_for_ship,-62/units_for_ship, 0.0f); // Second Point Of The Ship
// OpenGL Connects These Two Points With A Line
glVertex3f(-18/units_for_ship,-56/units_for_ship, 0.0f); // Third Point Of The Ship
glVertex3f(-9/units_for_ship,-50/units_for_ship, 0.0f); // etc.
glVertex3f(9/units_for_ship,-50/units_for_ship, 0.0f);
glVertex3f(18/units_for_ship,-56/units_for_ship, 0.0f);
glVertex3f( 25/units_for_ship,-62/units_for_ship, 0.0f);
glVertex3f( 0.0f, 62/units_for_ship, 0.0f); // Lastly Connect To The First Point Of The Ship
glEnd(); // Done Drawing The Ship's Outline
glColor3f(0.0f,0.0f,1.0f); // Set Ship Window Color To Blue
glBegin(GL_LINE_LOOP); // Start Drawing The Ship's Window With A Sequence Of Lines
//GL_LINE_LOOP Is Very Similar To The GL_LINE_STRIP Mode But Draws A Line Back To The Original Point Automatically
glVertex3f(-14/units_for_ship,-42/units_for_ship, 0.0f); // Points On Back Side Of Window
glVertex3f(-7/units_for_ship,-36/units_for_ship, 0.0f);
glVertex3f(7/units_for_ship,-36/units_for_ship, 0.0f);
glVertex3f(14/units_for_ship,-42/units_for_ship, 0.0f);
glVertex3f(10/units_for_ship,-29/units_for_ship, 0.0f); //Points On Forward Side Of Window
glVertex3f(5/units_for_ship,-21/units_for_ship, 0.0f);
glVertex3f(-5/units_for_ship,-21/units_for_ship, 0.0f);
glVertex3f(-10/units_for_ship,-29/units_for_ship, 0.0f);
glEnd(); // Done Drawing The Ship's Outline
if (thrust)
{
glBegin(GL_LINE_LOOP); // Start Drawing A Triangle With Lines
glColor3f(1.0f, (rand()%60)/100.0f + 0.1f, 0.0f); // Set Thrust Flame Color To Random Value Between Red And Yellow
glVertex3f(-8/units_for_ship,-55/units_for_ship, 0.0f); // First Point Of The Triangle
glVertex3f(8/units_for_ship,-55/units_for_ship, 0.0f); // Second Point Of The Triangle
glVertex3f((-4+rand()%8)/units_for_ship,
(-99+rand()%24)/units_for_ship, 0.0f); // Third Point Of The Triangle
// The Random Amounts Will Make The Furthest Point Of The Flame
// Jump Around The Point (0, -87, 0)
glEnd(); // Done Drawing The Ship
// Idea For Modification: Have An Array Of 3 To 10 Thrust Triangles And Colors
// Each Frame Draw Them From Oldest To Newest, Each Frame Lowering Their Color Values
// By 10%
}
return TRUE; // Keep Going
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExstyle; // Window Extended style
DWORD dwstyle; // Window style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExstyle=WS_EX_APPWINDOW; // Window Extended style
dwstyle=WS_POPUP; // Windows style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended style
dwstyle=WS_OVERLAPPEDWINDOW; // Windows style
}
AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExstyle, // Extended style For The Window
"OpenGL", // Class Name
title, // Window Title
dwstyle | // Defined Window style
WS_CLIPSIBLINGS | // Required Window style
WS_CLIPCHILDREN, // Required Window style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
fullscreen=FALSE; // Windowed Mode
// Create Our OpenGL Window
if (!CreateGLWindow("Kingofthespill Asteroid version of NeHe's Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
if (keys[VK_DOWN]) // Find Out If We Need To Accelerate Forward
{
thrust=TRUE;
}
else
{
thrust=FALSE;
}
if (keys[VK_RIGHT]) // Adjust Right Or Left
{
ship_heading-=1.8;
}
else if (keys[VK_LEFT]) // The Else Here Makes Turning Right Dominant
{ // That Means If Both Right And Left Are Pressed
// The Ship Will Turn Right
ship_heading+=1.8;
}
if (thrust)
{ // Update Acceleration Component For Verlet Calculation
ship_adtdt_x = cos(ship_heading*piover180)*ADTDT; //Horizontal Component
ship_adtdt_y = sin(ship_heading*piover180)*ADTDT; //Vertical Component
}
else
{
ship_adtdt_x = 0; //Horizontal Component
ship_adtdt_y = 0; //Vertical Componentx
}
//Average Acceleration Verlet
new_ship_location_x = ship_location_x + ship_location_x - //Horizontal Component
old_ship_location_x + (ship_adtdt_x+old_ship_adtdt_x)/2;
new_ship_location_y = ship_location_y + ship_location_y - //Vertical Component
old_ship_location_y + (ship_adtdt_y+old_ship_adtdt_y)/2;
old_ship_adtdt_x=ship_adtdt_x; // Save Old Acceleration Values
old_ship_adtdt_y=ship_adtdt_y;
// This Next Section Handles Saving The Horizontal Location Values And
// Adjusts For The Ship Going Too Far To The Right Or Left
if (new_ship_location_x > max_screen_width) // Too Far To The Right?
{
old_ship_location_x = ship_location_x-max_screen_width-max_screen_width;
ship_location_x = new_ship_location_x-max_screen_width-max_screen_width;
}
else if (new_ship_location_x < -max_screen_width) // Too Far To The Left?
{
old_ship_location_x = ship_location_x+max_screen_width+max_screen_width;
ship_location_x = new_ship_location_x+max_screen_width+max_screen_width;
}
else // Ordinary Save Of Horizontal Location Values
{
old_ship_location_x = ship_location_x;
ship_location_x = new_ship_location_x;
}
// This Next Section Handles Saving The Vertical Location Values And
// Adjusts For The Ship Going Too Far Up Or Down
if (new_ship_location_y > max_screen_height) // Too Far Up?
{
old_ship_location_y = ship_location_y-max_screen_height-max_screen_height;
ship_location_y = new_ship_location_y-max_screen_height-max_screen_height;
}
else if (new_ship_location_y < -max_screen_height)//Too Far Down?
{
old_ship_location_y = ship_location_y + max_screen_height + max_screen_height;
ship_location_y = new_ship_location_y + max_screen_height + max_screen_height;
}
else // Ordinary Save Of Vertical Location Values
{
old_ship_location_y = ship_location_y;
ship_location_y = new_ship_location_y;
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
[Edited by - Kingofthespill on August 22, 2007 5:17:00 PM]
Asteroids-like/Verlet Tutorial
I have been learning OpenGL and have made a simple asteroids engine out of one of NEHE's DevCpp base code. It uses GL_LINE_STRIP and GL_LINE_LOOP drawing modes.
The physics is based on something I call the average acceleration Verlet. This actually is a proof-of-concept of acceleration Verlet, which is something that some other programmers were having difficulty with.
The basic equation is this: x_2 = 2*x_1 - x_0 + a*t^2
which is equivalent to saying x_2 = x_1 + x_1 - x_0 + a*t*t
x_0 is the x position at time 0, x_1 is the position at time 0 + dt, and x_2 is the position at 0 + 2*dt.
t is the delta time (dt). In a application running at 120 FPS this amounts to t=(1/120)
a is acceleration. I think using average acceleration is more accurate, i.e. replace a with (a + a_old)/2.0f
To obtain average velocity: v_average = (x_2 - x_1)/t . The advantage of using the acceleration Verlet is you do not need to store any velocity variables and modify them each frame.
If there is enough interest I can add more comments.
----------------------------------------------------
You should put your code inside code blocks, makes it a bit easier to read through.
Yes, I agree it is not all that readable. I'll get back with something later.
Also if anyone wants to extend this I would be curious to see what can be done with it.
-= edit = -
It is a bit improved with more comments. That's all the time I have for now.
[Edited by - Kingofthespill on August 22, 2007 5:44:28 PM]
Also if anyone wants to extend this I would be curious to see what can be done with it.
-= edit = -
It is a bit improved with more comments. That's all the time I have for now.
[Edited by - Kingofthespill on August 22, 2007 5:44:28 PM]
Here is a simple game using this engine (for Windows 9x up):
Instructions:
Run over highlighted green targets while avoiding white barriers. Reach as many targets as possible in 100 seconds. A score of 7 or above is quite good.
Controls:
Left - rotate left
Right- rotate right
Down - thrust
Up - half thrust
Esc - exit
Bugs: the collision detection is inaccurate, meeting you REALLY have to run over the highlighted green targets.
Download: www.hevanet.com/bens/verlet_space_game.exe
Pretty good, though you should work some more on collision detection/response and various gameplay features, like what happens when you collide with a wall and so on.
www.flashbang.se | www.thegeekstate.com | nehe.gamedev.net | glAux fix for lesson 6 | [twitter]thegeekstate[/twitter]
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