Top down city is a GTA1 sequel project
- it is not open source.
- original gta1 gameplay featured
- physics and graphical demos up and running!
- coders wanted
Top down city is a GTA1 sequel project
- it is not open source.
- original gta1 gameplay featured
- physics and graphical demos up and running!
- coders wanted
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Usually everyone is looking for artists rather then coders, and if the engine is done "physics and graphical demos up and running" why exactly do you need coders for?
for the rest:
scripting engine
sound fx programming
editors
i am a graphical artist, 3D modeler and programmer
but if i think again... i would need another artist for designing
game characters and frontend game art.
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
wtfOriginally Posted by Shadowfax
no, because it was going nowhere..
and was too much limited by glscene components - www.glscene.org
i won't finish it yet.. maybe i will restart it from scratch after i finish top down city
top down city is made completely from scratch and today the
particle engine was just finished, resulting in little debris particles and sparks
fliying all over the map witn almost no fps losses
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Haha, didn't think anyone knew about Liero3D
Im a liero supporter, i go waaay back..
But GTA is awesome, and your projects sounds like it will be great.
(Note: I do not frequent these forums because i have no interest whatsoever in Delphi.. C++ all the way )
i don't have anything against c++, but delphi is my choice,Originally Posted by Shadowfax
the game is going together fine now, some map texturing has been done
btw, you use msn messenger - you have the messenger email set in your profile?
or irc or anything... ?
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Yeh, i use MSN Messenger ( azzarius_69@hotmail.com ), AOL ( Shadowfax3000ad ) and IRC (Usually the GameDev.net channel or Liero channel).
Have you got any screenshots to show off yet?
i have some test screenshoots, but now i am doing a major rewrite
of the opengl map render unit, so the renderer will work without depth
buffer - gta1 had no depth buffer, and same with gta2.
this way i will get highier fps and be able to render things at same z level
without polygon corruption (cars in gta1 and 2 are drawn on same z value
if they are on same z block, but using same z value for all
sprites "corrupts" the rendering if the depth buffer is on. )
i'll get some screenshoots as this gets finished (can take maybe one week or less)
- i'll add you to m msn list
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
I don?¢_~t think it?¢_~s a good idea to dump Z-buffering, unless you?¢_~re doing everything in ortho mode. This corruption happens because you?¢_~re probably doing incorrect depth testing, just set it to test if Z is less or equal by calling glDepthFunc with GL_LEQUAL
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