Hey Nathan...thanks!This looks incredible Yesterday I played your game and I must say that it inspires me to make something similar.
One question: Is this real 3d (as in Opengl-ish stuff) or is everything rendered in 2d with a 3d perspective in mind?
I am using a graphics pipe-line that mimics the OpenGL one with the same matrices and formulas to rotate/translate/scale, and project to screen. I am then drawing 2d lines, etc. at those projected 3d locations on the screen.
This is until I can add true 3d graphics routines using the DirectX in the background into SvEngine - I am planning on doing this after the competition (don't have time now)
PS: here is another screenshot:
In it you can see the current time left at the top (hours minutes seconds), and the current (if any) primary and secondary weapons at the side.
The ship's current velocity is also visible (this will change when I make the slow down/speed up arrows do something).
You can pickup power-ups like clocks (adds time to the time left), I, II, II shot primary weapons, and missile secondary weapon.
The number at the left of each weapon type is how many shots you have left for that weapon. Once it runs out, that box goes blank till you pick up another weapon.
Oh, and everything you see on the screen (except for the "Primary", "Secondary", and "Speed (kph)" text) is done as vector objects, including the time and speed digits!! I made all those myself
cheers,
Paul
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