Project : SCR (UPDATED 10.04.2008)
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I am using socket programming, in c++ and in php, currently im making the server in php, and making the client with c++.
Varmint is helping me with this, as i havent actually started the netwroking(other then the server)
varmint is busy atm with some cool stuff he needs to get finish, so im waiting a bit to learn more, though i have done networking he has some great ideas that are going to help me a lot. I have been having a large amount of problems with the physics, in general. so im busy working on improving the physics and the gameplay side. once thats fixed and functional i will aim at getting the multiplayer integrated.
I set deadlines for scr which i will try stick to but seeing as life is life, and a large part of the team guys also have stuff going on, it might be a little slower in development. Though, once i move out after this weekend i can plugh a lot more time into this. I do kinda work 3 jobs, this is a side project but i still plan to finish it sooner then not
Varmint is helping me with this, as i havent actually started the netwroking(other then the server)
varmint is busy atm with some cool stuff he needs to get finish, so im waiting a bit to learn more, though i have done networking he has some great ideas that are going to help me a lot. I have been having a large amount of problems with the physics, in general. so im busy working on improving the physics and the gameplay side. once thats fixed and functional i will aim at getting the multiplayer integrated.
I set deadlines for scr which i will try stick to but seeing as life is life, and a large part of the team guys also have stuff going on, it might be a little slower in development. Though, once i move out after this weekend i can plugh a lot more time into this. I do kinda work 3 jobs, this is a side project but i still plan to finish it sooner then not
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http://www.youtube.com/watch?v=MILzYtNM9cs
updated the physics a lot. seems to be bettere
thanks pinguindude for the help
updated the physics a lot. seems to be bettere
thanks pinguindude for the help
Looks great Fuzzy. However, from what I see, the cart slides a lot (like a car) and I dont think this is quite how it should act.
From my experience racing shopping carts in the grocery store (heh) I found out that carts tend not to slide and therefore tip over if you make hard turns. This would definately add a bit more realism to the game.
From my experience racing shopping carts in the grocery store (heh) I found out that carts tend not to slide and therefore tip over if you make hard turns. This would definately add a bit more realism to the game.
Yeah, I have to agree with that. I hate when it tips over too, because it hurts a lot.krama757 wrote:Looks great Fuzzy. However, from what I see, the cart slides a lot (like a car) and I dont think this is quite how it should act.
From my experience racing shopping carts in the grocery store (heh) I found out that carts tend not to slide and therefore tip over if you make hard turns. This would definately add a bit more realism to the game.
By the way, are we going to be able to put any groceries in these shopping carts?
TheQuestion = 2B || !2B
Haha, hes actually doing quite well considering the last time I tried to make car physics it would tip over too often for its own good.
ShadowMapping for Irrlicht!: Get it here
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@Halifax, yes. its the weapons you throw at the other players
@Blindside, thanks, the latest physics has a constrained up vector for now, and the camera will be smoothly interpolated lol... that one is jerky.
Update, i random video i was messing around with, made in 5 minutes :
this is updated physics, with constraint..
http://www.youtube.com/watch?v=AeTA-H_Y48o
@Blindside, thanks, the latest physics has a constrained up vector for now, and the camera will be smoothly interpolated lol... that one is jerky.
Update, i random video i was messing around with, made in 5 minutes :
this is updated physics, with constraint..
http://www.youtube.com/watch?v=AeTA-H_Y48o
Looking good, would be nice to see an up to date video with the proper textures, but i guess they probably haven't changed much since 'take 1' so you can imagine how it would look
Obviously physics is a big part of your game but i'd advise you not to spend toooo long on it. In my Alestorm game i've spent a lot of time on the physics (and some other things which i shouldn't have wasted so much time on) and i should have been focusing a lot more on the actual game play. Now i'm trying to get a lot more of the game play features implemented and just accepting the physics as they are for the moment and then i'll come back to them later when i've got more game play stuff finished.
But i guess you probably don't have a deadline or anything for this so you can work to the beat of your own drum!
Obviously physics is a big part of your game but i'd advise you not to spend toooo long on it. In my Alestorm game i've spent a lot of time on the physics (and some other things which i shouldn't have wasted so much time on) and i should have been focusing a lot more on the actual game play. Now i'm trying to get a lot more of the game play features implemented and just accepting the physics as they are for the moment and then i'll come back to them later when i've got more game play stuff finished.
But i guess you probably don't have a deadline or anything for this so you can work to the beat of your own drum!
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Well in terms of gameplay i have two version of the source, one has a full framework, map loading system, a menu of sorts which u can see below (sort of) and there is a full options system going, im working on animations for the menu cos i didnt know how to handle that, and now im working on physics again.
Once the physics is done and working well, i start on the AI programming which i already have my actor classes setup for, and after that te multiplayer. then i should be at a stage to release the first full demo release..
Once the physics is done and working well, i start on the AI programming which i already have my actor classes setup for, and after that te multiplayer. then i should be at a stage to release the first full demo release..
Oh...haha and I was just joking. Either way I really like this game. A simple concept presented very well, and it seems like some great gameplay. I am going to have to try this out when I get a better computer.FuzzYspo0N wrote:@Halifax, yes. its the weapons you throw at the other players
@Blindside, thanks, the latest physics has a constrained up vector for now, and the camera will be smoothly interpolated lol... that one is jerky.
Update, i random video i was messing around with, made in 5 minutes :
this is updated physics, with constraint..
http://www.youtube.com/watch?v=AeTA-H_Y48o
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hehe dont worry halifax.. there are options to run it on lower detail settings...so im pretty certain it will run on almost all machines with about 1,8ghz processor (or less even) and a 128 mb graphics card, i thin 156 mb of ram will even do!
Ill tes once iv got a fully playable map with other players etc, but im being careful what i implement when to be sure it can be run on slower machines.
On the other hand , i have a whiole bunch of shaders lined up and waiting... Where it will run with high quality pixel and vertex shaders making it i dont know, " current gen graphics " and realistic lighting etc etc
Ill tes once iv got a fully playable map with other players etc, but im being careful what i implement when to be sure it can be run on slower machines.
On the other hand , i have a whiole bunch of shaders lined up and waiting... Where it will run with high quality pixel and vertex shaders making it i dont know, " current gen graphics " and realistic lighting etc etc
Ah, that should be great! My computer totally sucks: 866 Mhz AMD (Mobile) Sempron, ATI Raedon 200M (256 MB), and 256 MB RAM.FuzzYspo0N wrote:hehe dont worry halifax.. there are options to run it on lower detail settings...so im pretty certain it will run on almost all machines with about 1,8ghz processor (or less even) and a 128 mb graphics card, i thin 156 mb of ram will even do!
Ill tes once iv got a fully playable map with other players etc, but im being careful what i implement when to be sure it can be run on slower machines.
On the other hand , i have a whiole bunch of shaders lined up and waiting... Where it will run with high quality pixel and vertex shaders making it i dont know, " current gen graphics " and realistic lighting etc etc
TheQuestion = 2B || !2B
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