Arena of Honor - Multiplayer FPS with Newton physics
Posted: Sat Jan 01, 2005 4:00 am
Hi everybody!
I'm want to announce my current project, Arena of Honor. Its an multiplayer first person shooter, with newton for physics, audiere for sound, and irrlicht for graphics. I currently only develop a win32 version of the game. But because all libraries I use are also available for linux, it shouldn't be very much work to port to linux.
Current status:
Network is still very buggy, not worth trying it. I still got very strange bugs because on my player update packets wrong PlayerIDs are received, and I don't know why.
The whole infrastructure of the game is quite complete, it loads config data from an xml file, and finds the installed level in the maps directory. I use quake3 bsp maps, with an additional xml file for level options, spawnpoints, entities, water surfaces, etc.
The physics now work quite well, I've got to different executables, one with player physics (Arena of Honor_P.exe), one without. I did this, because currently the player physics do quite much affect my weapon shots when the player moves forward.
I have implemented most weapons, and some of them are quite funny (espacially the shotgun, 5)
As far as I know, this seems to be the most developed opensource fps game with irrlicht, so I hope it will help others as an example.
If you've got any suggestions, bug fixes, or comments, just write it into this thread, or contact me via ICQ# 57468449
Project page: http://aoh.arturh.com
Happy new year everybody!!!
I'm want to announce my current project, Arena of Honor. Its an multiplayer first person shooter, with newton for physics, audiere for sound, and irrlicht for graphics. I currently only develop a win32 version of the game. But because all libraries I use are also available for linux, it shouldn't be very much work to port to linux.
Current status:
Network is still very buggy, not worth trying it. I still got very strange bugs because on my player update packets wrong PlayerIDs are received, and I don't know why.
The whole infrastructure of the game is quite complete, it loads config data from an xml file, and finds the installed level in the maps directory. I use quake3 bsp maps, with an additional xml file for level options, spawnpoints, entities, water surfaces, etc.
The physics now work quite well, I've got to different executables, one with player physics (Arena of Honor_P.exe), one without. I did this, because currently the player physics do quite much affect my weapon shots when the player moves forward.
I have implemented most weapons, and some of them are quite funny (espacially the shotgun, 5)
As far as I know, this seems to be the most developed opensource fps game with irrlicht, so I hope it will help others as an example.
If you've got any suggestions, bug fixes, or comments, just write it into this thread, or contact me via ICQ# 57468449
Project page: http://aoh.arturh.com
Happy new year everybody!!!