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  1. #1
    Today I've added an "Explosion object" and some sound. Also I've compiled and tested it on Windows (I was coding on Linux) and it runs reasonably fast in my old PentiumIV, since I didn't optimized anything from the engine (except the octree for objects, and I think I can do it "better") and I forget to use -O3! So once I optimize the engine may be you can play in a PentiumIII...

    Then I did some cleaning on my code so tomorrow I'll start with the "mission description" and AI. So two weeks to code the UI and create the game missions. Not bad.

    Quote Originally Posted by Ingemar View Post
    I am more interested in the terrain, but the skybox is nice too. And skyboxes aren't very easy to make. I tried making some for the previous challenge, but ended up using an existing one that didn't have any visible seams at the edges.
    The problem with skyboxes is to create the texture. Render it is quite easy. I just draw a 10x10x10 cube with rotation and no translation (and no Z-Buffer, no fog, etc).

    If you have problems with it, I can post the code here.
    Last edited by Ñuño Martínez; 17-04-2012 at 07:27 PM.
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  2. #2
    I've used GW-BASIC to study an algorithm I've stolen from Shawn Hargreaves' Marauder. BTW Marauder is written in C++. This disqualifies me from the competition?

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  3. #3
    Quote Originally Posted by Ñuño Martínez View Post
    I've used GW-BASIC to study an algorithm I've stolen from Shawn Hargreaves' Marauder. BTW Marauder is written in C++. This disqualifies me from the competition?
    Not as long as you rewrite it in Pascal

  4. #4
    Quote Originally Posted by paul_nicholls View Post
    Not as long as you rewrite it in Pascal
    I hope, because it was a hard work to port it from "screen space" (used by Shawn's game) to "OpenGL space".

    Now I have an autopilot that forces every ship (including playership) to stay in the battlezone. So, you can't run out of the problems.
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  5. #5
    Quote Originally Posted by Ñuño Martínez View Post
    The problem with skyboxes is to create the texture. Render it is quite easy. I just draw a 10x10x10 cube with rotation and no translation (and no Z-Buffer, no fog, etc).
    Absolutely. The code is no problem, but you can't draw a skybox by hand.

  6. #6
    Quote Originally Posted by Ingemar View Post
    Absolutely. The code is no problem, but you can't draw a skybox by hand.
    That's why I use the ones I've found at Open Game Art website.
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  7. #7
    Co-Founder / PGD Elder WILL's Avatar
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    Lookin' good Nuno! This work impresses me since before I've only seen game library stuff from you for the most part. Nice to see quality game dev, and resourceful stuff too.

    And no, porting C++ to Object Pascal is perfectly legit.
    Jason McMillen
    Pascal Game Development
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  8. #8
    Quote Originally Posted by WILL View Post
    And no, porting C++ to Object Pascal is perfectly legit.
    I would call that "code improvement" or something like that. Sanitizing C++ code.

  9. #9
    Had some troubles but finally the game itself is finished so I started with the mission design. Here you have a view of the "Briefing Mission" screen:

    The problem here is that Allegro's text drawing procedures corrupts the stack so I can't use them; note that I'm using last SVN-Work In Progress Allegro.pas. I had to create my own text drawing procedures.

    Quote Originally Posted by Ingemar View Post
    I would call that "code improvement" or something like that. Sanitizing C++ code.
    Just what I said...
    Last edited by Ñuño Martínez; 21-04-2012 at 05:57 PM.
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  10. #10
    Co-Founder / PGD Elder WILL's Avatar
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    Very cool! Could use a bit more variety of colour, but the design is more important than the appearance first off.
    Jason McMillen
    Pascal Game Development
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