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Ok, enough with futzing around with dialogs. Here's the "sandbox" test level for the game engine I'm working on: Features: * Win32/C++ from scratch with a few things like image loading and XML parsing taken elsewhere * OpenGL with some rudimentary GLSL shader support... the shadows are simple planar shadows projected over the world geometry * Milkshape3D (a cheap, decent 3D modeler) mesh support with skeletal animation, using XML files to "augment" the mesh like defining moving platforms, triggers, entity/item placement * Some particle support that I need to make more robust (i.e. define particle behavior outside C++) * Some networking support: the "game" will automatically download updates by comparing checksums... I'll add multiplayer at some point * A decently robust "cylinder-on-a-stick" (e.g. Mario 64) platforming engine that utilizes a partitioning structure to only check as many triangles as needed * As far as assets, the textures I found using GIS (it's hard to find good smoke textures) but the meshes are mine * Really simple following AI - the AI knows about edge connectivity data (no manually placed nodes), so it uses this to find the most direct route to the player. It works ok, it just needs to look more natural and not zig-zag I'd love to be able to turn this into a full-fledged old-school Rare-style platforming romp, but assets are the most tedious thing. Plus I've got a bunch of different ideas, and don't know what to pick. This might turn into a multiplayer arena-style deathmatch game.
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# ¿ Jul 9, 2008 21:19 |
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# ¿ May 6, 2024 22:21 |