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.
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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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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Games:
Seafox
Pages:
Syntax Error Software
itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
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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.
Just what I said...
Last edited by Ñuño Martínez; 21-04-2012 at 05:57 PM.
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