Hello irrlicht!
I'm the dude who was working on the quadrotor physics simulation and I thought... this is really fun. I should build a whole game based on this movement paradigm.
I was a huge fan of the original descent series, so I decided to give it a shot.
After three weeks of work (coding, 3ds max modelling, learning how to use shaders and some friend feedback) here is what it looks like!
I just finished coding a super extensible quest generator and I'm putting together a demo for anyone to play. I won't be giving out source, but I'll be happy to help anyone who has any "how did you do that" questions.
Thanks
QUADFIGHTER!
Re: QUADFIGHTER!
That looks like great fun, cheers Abraxas!
I imagine the combat thingy to be especially exciting. Will you release a Linux demo version as well?
I imagine the combat thingy to be especially exciting. Will you release a Linux demo version as well?
beer->setMotivationCallback(this);
Re: QUADFIGHTER!
Polynux unfortunately I'm not really sure how to code to deploy to other platforms and I'm using directX and HLSL.
UPDATE!
I've done a LOT of work, mainly in the areas of graphics but also I've filled out most of the game code.
Here's some gameplay screens showing some of my work including:
- Per pixel lighting using shaders.
- Force affected physics objects (coded myself) including all items on the ground and of course, the quadrotors (modelled as 5 force rigid bodies).
- Combat, weapons, maneuverability.
- GUI showing quest indicators, inventory list and object display (everything was modelled in 3ds max and photoshop).
- Laser is a CBeamSceneNode
- Radar is a custom shader I wrote last night, very expandable.
I tried to take a video with a few programs including microsoft encoder and CamStudio recorder but the results were terrible..
Eventually I'll apply for the monthly screenshot competition once I have something really nice to show
UPDATE!
I've done a LOT of work, mainly in the areas of graphics but also I've filled out most of the game code.
Here's some gameplay screens showing some of my work including:
- Per pixel lighting using shaders.
- Force affected physics objects (coded myself) including all items on the ground and of course, the quadrotors (modelled as 5 force rigid bodies).
- Combat, weapons, maneuverability.
- GUI showing quest indicators, inventory list and object display (everything was modelled in 3ds max and photoshop).
- Laser is a CBeamSceneNode
- Radar is a custom shader I wrote last night, very expandable.
I tried to take a video with a few programs including microsoft encoder and CamStudio recorder but the results were terrible..
Eventually I'll apply for the monthly screenshot competition once I have something really nice to show