the experiment
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- Posts: 117
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the experiment
After coding for over one and a half year now (with an interruption of 8 months) and switching over from a basic knoglege of C to a subsub basic knnoledge of c++ is seems to be time to let you know about my little project. I try to write an application that shows the capabilities of irrlicht for a community- built clone of descent, a 1st person shooter veteran that was published in three versions and then never succeeded to be relaunched in up to date developments. The third version, descent3, is like the ealier versions stil played, so it survived not less then ten years now.
The main difference to other egoshooters is, that you have 6dof, six degrees of freedom in comparision to the four degrees of most games of that genre.That means you dont walk and run but fly (and bank, that means rotate round all three axes of the cam)
Watch a movie http://www.youtube.com/watch?v=tsA0Y5mtymQ
What I have done so far (not all is shown in the example) is: Descent- like cam movements, joystick- style mouse controll, collision walls, spawned items.
Define settings in a XML- File: preferences for the player in one file, gameobjects in another file. Freely define weaponslots (where you can switch weapons) and launchers (where you can fire weapons simultaniously like in descent primaries and secondaries). But it is possible to define slots and launchers in each number and name them as you like. Define types of spawnstations that spawn random or fixed powerups in fixed plus random time. Define playerspawns. ++. Currently I set up a viewport setup custumable in the user preferences. Next step is netcode: start with a chat window. (I'll test irrnet lite).
The main difference to other egoshooters is, that you have 6dof, six degrees of freedom in comparision to the four degrees of most games of that genre.That means you dont walk and run but fly (and bank, that means rotate round all three axes of the cam)
Watch a movie http://www.youtube.com/watch?v=tsA0Y5mtymQ
What I have done so far (not all is shown in the example) is: Descent- like cam movements, joystick- style mouse controll, collision walls, spawned items.
Define settings in a XML- File: preferences for the player in one file, gameobjects in another file. Freely define weaponslots (where you can switch weapons) and launchers (where you can fire weapons simultaniously like in descent primaries and secondaries). But it is possible to define slots and launchers in each number and name them as you like. Define types of spawnstations that spawn random or fixed powerups in fixed plus random time. Define playerspawns. ++. Currently I set up a viewport setup custumable in the user preferences. Next step is netcode: start with a chat window. (I'll test irrnet lite).
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That's cool. Descent ][ is one of the best games of all times imho.
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I have experimented with culling when I started to code, but it took too much effort to implement. Now I see, that luckily irrlicht 1.6 has more capabilities with the method isCulled(), so one of the next features to implement will be to reestablish a system of segmenting levels. Little more experience with irrlicht features needed here. The Level you see in the example (made with blender and irrblend) is a onesegment chunk.Mel wrote: Graphically, does it make any culling?, or you have simply put the level to run like in Descent?
But again luckily irrlicht is faster then the descent3 engine (which was very innovative at its time)
Brainsaw wrote:That's cool. Descent ][ is one of the best games of all times imho.
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- Posts: 117
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The poor material defender can show a new movie :
http://www.youtube.com/watch?v=7EpvIduidPQ
silly models (i know), some basic netcode (enet). Slowly I advance to code faster
http://www.youtube.com/watch?v=7EpvIduidPQ
silly models (i know), some basic netcode (enet). Slowly I advance to code faster
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- Posts: 117
- Joined: Sat Apr 19, 2008 10:14 am
I give a short presentation to the project here:
http://fly.thruhere.net/theexperiment/d ... 30501.html
http://fly.thruhere.net/theexperiment/d ... 30501.html
Hmm ... I think I gotta take a closer look at your blender-tutorial. Although I'm really happy with Wings3D it is very hard to me to do proper texture mapping on the inside of caves or something (the problem can be seen in one of the new levels in my "Stunt Marble Racers" project - tube racing).
Dustbin::Games on the web: https://www.dustbin-online.de/
Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames
Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames