Search found 28 matches
- Mon Mar 22, 2010 5:33 am
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
- Fri Mar 19, 2010 7:09 am
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
I apologise for the double post. The terrain system is now Deluxe Mapped (Phong + Bump Mapping + Relief Mapping), and supports any number of terrain textures. The following video does not do the terrain system justice. As such I will be uploading some high-definition renders of the terrain. Here is ...
- Wed Mar 17, 2010 2:16 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
Well, back on topic: I just posted some new HD Gv desktop backgrounds. Here they are, Enjoy! I should have a demo video of the parallax mapped terrain here soon. http://galacticvice.com/backgrounds/Galactic%20Vice%20Background%20-%20A.jpg http://galacticvice.com/backgrounds/Galactic%20Vice%20Backgro...
- Tue Mar 16, 2010 8:30 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
- Tue Mar 16, 2010 1:13 am
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
- Mon Mar 15, 2010 5:59 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
- Mon Mar 15, 2010 3:04 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
Most of the art done for Gv is the aircraft(s). Here is a video of the "Martydom" -- a giant Nazarian (alien) battlecruiser.
http://img707.imageshack.us/img707/5597/out.mp4
It isn't textured yet, but it will be =)
http://img707.imageshack.us/img707/5597/out.mp4
It isn't textured yet, but it will be =)
- Sun Mar 14, 2010 4:22 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
My apologies, here are some screenshots to help prove our validity. The lava bubbles and oozes btw =) EDIT: ty for the SSL certificate tip. It should be fixed now. http://img291.imageshack.us/img291/4146/screenshotmvf.jpg http://img693.imageshack.us/img693/9732/screenshot1cw.jpg http://img693.images...
- Sat Mar 13, 2010 9:13 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
- Fri Mar 12, 2010 11:12 pm
- Forum: Project Announcements
- Topic: [HELP WANTED] Galactic Vice - Recruiting
- Replies: 25
- Views: 3432
[HELP WANTED] Galactic Vice - Recruiting
Hello! I represent a small group of Open Source developers called the Electric Eye Productions. We are looking for talented new members to help develop the next generation of open source RTS / FPS / RPG games. The game we are currently developing is called Galactic Vice. Galactic Vice is an 3D, open...
- Thu Feb 25, 2010 7:48 pm
- Forum: Beginners Help
- Topic: Custom Scene Node - Nothing rendering?
- Replies: 7
- Views: 447
- Thu Feb 25, 2010 5:30 pm
- Forum: Beginners Help
- Topic: Custom Scene Node - Nothing rendering?
- Replies: 7
- Views: 447
- Thu Feb 25, 2010 4:55 pm
- Forum: Beginners Help
- Topic: Custom Scene Node - Nothing rendering?
- Replies: 7
- Views: 447
- Thu Feb 25, 2010 3:50 pm
- Forum: Beginners Help
- Topic: Custom Scene Node - Nothing rendering?
- Replies: 7
- Views: 447
Custom Scene Node - Nothing rendering?
I have a custom scene node that is supposed to render a triangle. However, when the render function is called nothing is drawn. I have probably messed something simple up, but I can't figure out what. What could I be doing wrong in the following code? Thanks beforehand to anyone who helps me =) [Hea...
- Thu Feb 25, 2010 12:13 am
- Forum: Advanced Help
- Topic: Slow A* Pathfinding Routine
- Replies: 20
- Views: 2720
huh, found why it is being slow: currentAdjecentNode->setCost(vector2df(sx, sy).getDistanceFrom(vector2df(currentAdjecentNode->getLocationX(), currentAdjecentNode->getLocationY()))); should be: currentAdjecentNode->setCost(vector2df(ex, ey).getDistanceFrom(vector2df(currentAdjecentNode->getLocationX...