What are you working on right now?
-
- Posts: 42
- Joined: Thu Jan 06, 2011 9:12 am
What are you working on right now?
Just a general conversation I wanted to post that i thought might encourage new collaboration among Irrlicht users. If you would be so kind, please follow the following template, but feel free to put as much information as you want!:
1.[Title of project]
2.[Style of project]
3.[Reason for making project]
4.[Approximate amount of time spent so far]
5.[Your part/parts in the production process]
6.[Number of people involved]
7.[Anything else you want to say(links here if your project has a website)]
8.[Screenshots if you want]
(Please don't flame each other, it usually just makes you look like a tool anyway.)
1.[Title of project]
2.[Style of project]
3.[Reason for making project]
4.[Approximate amount of time spent so far]
5.[Your part/parts in the production process]
6.[Number of people involved]
7.[Anything else you want to say(links here if your project has a website)]
8.[Screenshots if you want]
(Please don't flame each other, it usually just makes you look like a tool anyway.)
1. FightersTW
2. Cold-war vehicle combat simulator
3. I am a military and aviation enthusiast, and I enjoy a good simulator, a challenge, engineering large projects, and I plan to make more games off of this engine.
4. A little over one (1) year and four (4) months or more
5. Everything
6. One: me
7. My website got taken down. It was a free host.
8.
These are all quite old screenshots (4-11 months) because I haven't taken any more. I haven't worked on this in a couple months because of other work I need to do.
The features of it so far are:
1. Singleplayer practice
2. Multiplayer sandbox/combat
3. AngelScript scripting
4. Advanced physics with irrBullet and Bullet
5. Dedicated particle engine with SPARK
6. Weather system with irrWeatherManager
7. Vehicle loader and map loader
8. Vehicle and map exporter for Blender
9. GUI skin system
10. Saving of configuration
11. In-game cripting console
12. Functions to get a lot of information on user hardware
13. Technical vehicle damage and vehicle decomposition (dynamic crash damage)
I've probably left a lot out. Overall the game's code is about 55,000 lines in 220 source files, including irrWeatherManager and irrBullet, which were created by me to use in this game.
All of the code for the game is written by me (though I do use some small amounts of code from others in irrWeatherManager and irrBullet.)
Any third-party libraries I use are under the zlib license.
I'm also working on a couple other things that are not announced yet.
2. Cold-war vehicle combat simulator
3. I am a military and aviation enthusiast, and I enjoy a good simulator, a challenge, engineering large projects, and I plan to make more games off of this engine.
4. A little over one (1) year and four (4) months or more
5. Everything
6. One: me
7. My website got taken down. It was a free host.
8.
These are all quite old screenshots (4-11 months) because I haven't taken any more. I haven't worked on this in a couple months because of other work I need to do.
The features of it so far are:
1. Singleplayer practice
2. Multiplayer sandbox/combat
3. AngelScript scripting
4. Advanced physics with irrBullet and Bullet
5. Dedicated particle engine with SPARK
6. Weather system with irrWeatherManager
7. Vehicle loader and map loader
8. Vehicle and map exporter for Blender
9. GUI skin system
10. Saving of configuration
11. In-game cripting console
12. Functions to get a lot of information on user hardware
13. Technical vehicle damage and vehicle decomposition (dynamic crash damage)
I've probably left a lot out. Overall the game's code is about 55,000 lines in 220 source files, including irrWeatherManager and irrBullet, which were created by me to use in this game.
All of the code for the game is written by me (though I do use some small amounts of code from others in irrWeatherManager and irrBullet.)
Any third-party libraries I use are under the zlib license.
I'm also working on a couple other things that are not announced yet.
-
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
-
- Posts: 226
- Joined: Fri Aug 22, 2008 8:50 pm
- Contact:
1.
Magnon Racer
2.
Racing Game, but not based on realism - (does Rollcage ring any bells?)
3.
A friend of mine tried to convince me to make a racing game with him. Obviously he succeded.
4.
Over a year now.
5.
All everything, especially trying to motivate my team...
6.
Three (2 Coders, 1 Modeler), still I am the one working on everything
7-8.
http://magnonracer.blogspot.com/
Aside from Irrliht I use cAudio, Newton + irrNewt, CEGUI, wxWidgets, SPARK and some of the "simple but useful projects" by Viz_Fuerte.
All actual game code is around 41000 lines.
greetings
Magnon Racer
2.
Racing Game, but not based on realism - (does Rollcage ring any bells?)
3.
A friend of mine tried to convince me to make a racing game with him. Obviously he succeded.
4.
Over a year now.
5.
All everything, especially trying to motivate my team...
6.
Three (2 Coders, 1 Modeler), still I am the one working on everything
7-8.
http://magnonracer.blogspot.com/
Aside from Irrliht I use cAudio, Newton + irrNewt, CEGUI, wxWidgets, SPARK and some of the "simple but useful projects" by Viz_Fuerte.
All actual game code is around 41000 lines.
greetings
-
- Posts: 363
- Joined: Thu Dec 16, 2010 8:50 pm
- Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
1. IrrOde
2. a Wrapper for the ODE physics engine
3. I want to have a nice framework to easily make games
4. started the project in late 2009
5. everything (lonesome-coder-type-of-project)
6. 1 (see 5)
But at the moment I am re-thinking the design of the wrapper and I might start it all over again .
I am also working on some helper-stuff right now (e.g. the random forest plugin for IrrEdit, an IrrEdit project manager (these two are finished already) and a racetrack generator (wip)).
2. a Wrapper for the ODE physics engine
3. I want to have a nice framework to easily make games
4. started the project in late 2009
5. everything (lonesome-coder-type-of-project)
6. 1 (see 5)
But at the moment I am re-thinking the design of the wrapper and I might start it all over again .
I am also working on some helper-stuff right now (e.g. the random forest plugin for IrrEdit, an IrrEdit project manager (these two are finished already) and a racetrack generator (wip)).
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
1).SL World Editor
2).pluggable-extendible map editor
3).something similiar simpli doesn't exist.
4).six months
5).main developer/gui artist
6).only me working on that
7).Advanced terrain based terrain editing tools - Texture/noise lab
2).pluggable-extendible map editor
3).something similiar simpli doesn't exist.
4).six months
5).main developer/gui artist
6).only me working on that
7).Advanced terrain based terrain editing tools - Texture/noise lab
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
-
- Posts: 11
- Joined: Fri Oct 15, 2010 1:25 pm
Yeah, sure, just go learn something about game programming first..Rishikeshan wrote:i want something like hitman: blood money, other hitman series and IGI series. they are the best...
Working on game: Marrbles (Currently stopped).
-
- Posts: 288
- Joined: Wed Apr 16, 2008 1:45 am
- Contact:
1. Realms of Forlorn Hope
2. Online (MMO one day) RPG
3. Our goal is to redefine the limits of online gaming by making an earth sized world (terrain heights already generated for 10 square mile area as proof of concept), unlimited player count in the world (theoretically done already), and to make a player controlled world (players can build houses, stores etc. throughout the map and make towns out of them).
4. Original idea was back in... 03? when I was in high school but I was new and mainly used it for learning. We recently restarted it and have spent prolly around 500 hours programming it so far.
5. Client, Patcher, Server, and Map Generator programming.
6. Three programmers including myself, one is more focused on hardware.
7. As soon as I figure out my physics problems I will be adding npc's and you will actually be able to do something besides just move around. At that point I will compile the game on windows and linux and make a release. Since we have a patcher set up you won't need to download new updates manually . The forums for the game is at http://www.rofhonline.com/forums/
8. visit web site forums, there should be some around there.
2. Online (MMO one day) RPG
3. Our goal is to redefine the limits of online gaming by making an earth sized world (terrain heights already generated for 10 square mile area as proof of concept), unlimited player count in the world (theoretically done already), and to make a player controlled world (players can build houses, stores etc. throughout the map and make towns out of them).
4. Original idea was back in... 03? when I was in high school but I was new and mainly used it for learning. We recently restarted it and have spent prolly around 500 hours programming it so far.
5. Client, Patcher, Server, and Map Generator programming.
6. Three programmers including myself, one is more focused on hardware.
7. As soon as I figure out my physics problems I will be adding npc's and you will actually be able to do something besides just move around. At that point I will compile the game on windows and linux and make a release. Since we have a patcher set up you won't need to download new updates manually . The forums for the game is at http://www.rofhonline.com/forums/
8. visit web site forums, there should be some around there.
-
- Posts: 363
- Joined: Thu Dec 16, 2010 8:50 pm
- Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
i'm pretty sure mose of us have been where you are. myself included.Insomniacp wrote:1. Realms of Forlorn Hope
2. Online (MMO one day) RPG
3. Our goal is to redefine the limits of online gaming by making an earth sized world (terrain heights already generated for 10 square mile area as proof of concept), unlimited player count in the world (theoretically done already), and to make a player controlled world (players can build houses, stores etc. throughout the map and make towns out of them).
4. Original idea was back in... 03? when I was in high school but I was new and mainly used it for learning. We recently restarted it and have spent prolly around 500 hours programming it so far.
5. Client, Patcher, Server, and Map Generator programming.
6. Three programmers including myself, one is more focused on hardware.
7. As soon as I figure out my physics problems I will be adding npc's and you will actually be able to do something besides just move around. At that point I will compile the game on windows and linux and make a release. Since we have a patcher set up you won't need to download new updates manually . The forums for the game is at http://www.rofhonline.com/forums/
8. visit web site forums, there should be some around there.
i mean who doesnt want to make that kind of massive game?
i used to want to, but then i though...
"am i doing this because i think it will actually make it fun to play or just because?"
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
-
- Posts: 288
- Joined: Wed Apr 16, 2008 1:45 am
- Contact:
both, I love programming and challenges. Our server system is similar to cloud computing. Being able to add 100's of server in real time and split the world up into smaller parts so each server has less load is already programmed. We are working on making this controlled by an AI so it will start computers and control what parts of the world they controlled in an optimal way. That will actually not be too hard and has been designed already and just needs to be implemented. We figured game content is a bit more important so that we actually have a need to add more servers. My brother has done a lot of designing server side and so we just have to spend time coding things in and nothing is impossible code wise the way we designed it.