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Thread: Another RTS

  1. #1

    Another RTS

    Since i have made a fair bit of progress with my project i thought i should post it here with a few screen shots of it so far (although they are still development shots).

    What i have so far:
    • OpenGL and SDL based engine
    • Full screen AA
    • Runtime generated fonts
    • Models rendered using VBO or Vertex Array
    • Console
    • Heightfield Planets
    • Star dome
    • Scene occlusion using a grid and frustum
    • Volumetric Lines (Glowing lines)
    • Picking (Not GLPicking)


    (Probably some more, but can't remember)

    The screenshots:

    http://i39.tinypic.com/23vi2rp.jpg
    http://i40.tinypic.com/dqlvyc.jpg
    http://i41.tinypic.com/29p22i0.jpg
    http://i42.tinypic.com/ak74uo.jpg
    http://i41.tinypic.com/5nnqwx.jpg

    The Game will (hopefully) be a single or multiplayer RTS based in the future and of course in space.

    I haven't yet finalized the story, but i plan of having around 5 factions each with their own units and structures, and with the option to steal other players units and structures.

    I'm also toying with the idea of having a `customize blueprint` option so that players can build a custom unit (by using predefined parts).

  2. #2

    Re: Another RTS

    Nice start, good luck

  3. #3

    Re: Another RTS

    Looks like fun to work on.

    Do keep it up!

  4. #4

    Re: Another RTS

    looks very good

    keep us informed
    From brazil (:

    Pascal pownz!

  5. #5

    Re: Another RTS

    I have updated the unit and structure classes so they are now created via XML files stored in a pack. This will allow easy updates for the future.
    With the new structure i can add new units, structures and weapon types by adding an XML file to the relevant faction pack, it also allows anyone to add new factions to without recompiling the game.

    I have also added movement (with Bounding Box collision detection) and new HUD elements, and added a light factory structure that builds the units (but does not have a build timer yet).

    I am currently working on the AI for the units which will use something similar to A* but will be calculated on every update (in-case of moving obstacles).

    Heres a few more screenshots:

    http://i44.tinypic.com/2qk0zzo.jpg
    http://i42.tinypic.com/2003drt.jpg
    http://i39.tinypic.com/1qhfte.jpg

  6. #6

    Re: Another RTS

    Looks good.

    What are the red lines? will they be visible in the final game or are they just debug-objects?
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  7. #7

    Re: Another RTS

    Thanks

    The lines are for debugging, the thin red squares show the units `sight` range and the lines are the path the unit is to follow, but i will possibly leave the path as optional when the unit(s) are selected.

  8. #8

    Re: Another RTS

    Is the engine you use open source or custom made? Just curious.

    And what modeling package do you use to make these models? They all look nice. Keep progressing with this project.

  9. #9

    Re: Another RTS

    Quote Originally Posted by Brainer
    Is the engine you use open source or custom made? Just curious.
    It is a custom built engine, using SDL and OpenGL.

    Quote Originally Posted by Brainer
    And what modeling package do you use to make these models? They all look nice. Keep progressing with this project.
    I'm using Cinema4D to do the modeling and (attempting) textures, then converting it to Milkshape3D. The unit model is a temporary (possibly) model from turbosquid.

  10. #10

    Re: Another RTS

    That game looks really great. Keep up the work!
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