Here, you will find some "recent" (06/04/28) screenshots-->
What it is
A 3D arcade game for Linux and Windows.
What's new
060713:
Nothing new on the game. I'm working on the Gamedev 4E5 contest and, the most important thing of all: I got married on saturday, 8th !
060525:
Terrain LOD is using the view_distance_factor setting correctly.
060522:
Changes made for windows compatibility are validated unde Linux.
Glow is now working correctly with transparent objects.
060425:
The code can now be compiled on Windows. I have to check the water
rendering that crashes the game if enabled.
OpenAL changed since the last time I used it so I need to re-work the
sound system.
060423:
I started to work on the menu "level". It will illustrate some features:
- multiple lights,
- realtime shadows,
- glow,
- particles,
- events,
- sounds.
060418:
Glow is now activated for objects with ambient maps and not only the skybox.
A new setting is added to enable/disable glow.
060409:
Made some tests to add glow. I need to clean this a bit and add a setting to activate the effect or not.
060402:
Work on the first level is progressing slowly...
051214:
After a long time, and a lot of happy changes in my private life (and a lot more to come),
I am back slowly into this project.
- corrected some bugs
- added a parameter to events to specify the number of times it is repeated
next:
- correct object orientation when following a vertical path
- correct the loading of a new level while playing: the game is not responding
- allow particles emitter linked to a NULL object to be transformed
041207:
- one sound can be linked to a FX (particules emitter)
- one sound can be linked to a weapon
- a sound can be defined relatively to the listener (for messages, musics, ...)
041205:
- 3D sound using OpenAL
- one or more sound(s) can be linked to an object
- one or more sound(s) can be generated anywhere in the world
- OpenGL extension loading system
next: dynamic sounds creation (event, explosion, weapons, ...)
041114:
- corrected some bugs
- added a view distance factor in the display settings
- events can now be used in the main menu world
- events can be repeated automaticaly after a certain amount of time
- improved "AI" targetting system
- improved dynamic object movement code organisation
- a computer player can now be associated to an "automatic" dynamic object (type "path" or "rotate") without interfering
- added waypoints to computer players
- the player goes from waypoint to waypoint
- if a target comes in range, the player attacks/follows it
- if the target is lost, the player goes to the next waypoint and continues its "patrol"
- added a difficulty to the objectives
- added a template system:
- each template can contain static objects, dynamic objects, players, FXs
- a world file can use templates at various places to easily populate the level
- a template can be instanciated at any time and place using the appropriate event
Creation history
030524. in-game objects exported from blender.
030727 1. the player controls the spaceship in a mapped world. sky box added
030727 2. another view.
030902. completly visible nodes of the octree are displayed in blue. objects OOBB in white.
030904. octree depth as a world parameter.
030907. objects AABB are in red when a collision is possible.
030914 1. billboards to simulate lights halos.
030914 2. another view.
030914 3. test of a "real" glow.
030918. some objects.
030921 1. simple AI following player.
030921 2. again.
030921 3. and again.
030921 4. AI configured to collide with the player.
031019 1. a new spaceship and LOD.
031019 2. same view with smoothing on the spheres.
031026. the first particles emitter.
031116 1. two emitters combined in one explosion.
031116 2. another view.
031119. the player missiles explode on the objects.
031207. additive emitter for trails.
031218. simple lighting to simulate smoke. HUD showing energy and ammo.
040118. "volumetric lighting" to simulate clouds. particles color can change with time (smoke).
040201. visor and targetting system. the color indicates the energy of the target.
040214. some statistics (performances have been improved since this shot). dot3 bump mapping.
040306. homing missiles and explosions. better view of the bump mapping.
040501. terrain added with trees.
040625. new terrain with more trees. one primary weapon and one selectable secondary weapon.
040719. water.
040926. stencil shadows.
040926. shadows with multiple lights.
060402. work on level 1.
060409. glow effect.
What is done
- Linux and Windows version
- menu with an optional dynamic 3D world in the background.
- three difficulty levels.
- windowed or fullscreen mode.
- various quality settings.
- meshes with colors, diffuse map, reflection map, bump map.
- mesh/halos link.
- LOD (up to five levels by mesh).
- human and simple AI players (enemies or allies).
- dynamic objects
- controlled by players,
- on a fixed path,
- standing where they are,
- falling due to gravity,
- ...
- simple collisions.
- up to five weapons (one primary weapon and one secondary weapon selectable) with various settings:
- HUD name,
- ammo mesh,
- speed,
- damage,
- weight,
- range,
- fire delay,
- optional associated fx,
- option to automaticaly target an enemy,
- option to automaticaly change to the nearest target.
- particles emitters (various emitter shapes, gravity, blending modes, lighting, position/color/size/opacity options, ...).
- object/emitters link.
- multiple cameras:
- static,
- pointed at (with[out] a 3D offset) an object (moving or not),
- and/or located on (with[out] a 3D offset) an object (moving or not)
- time driven events:
- activate an objet,
- disable an object,
- switch to a camera,
- change camera position,
- change the object on which the camera is mounted,
- change the camera target,
- change the object pointed by the camera,
- change level,
- end the level with a victory,
- end the level with a defeat,
- display a message,
- clear a message,
- change an object speed,
- assign a path to an object,
- fxs creation (like explosions),
- link a light and an object,
- instanciate a template.
- unlimited number of objectives:
- destroy an object,
- protect an object,
- go to a specific place.
- world can be stored in an octree or a quadtree.
- skybox or plain color.
- fog.
- one sun and multiple lights.
- stencil shadows.
- optional terrain:
- heightmap (from 129x129 to 4097x4097 and more if enough RAM),
- one or four image maps,
- optional detail map with tile setting,
- up to five (can be extended easily) detail objects layers with independant density and density map,
- up to five (can be extended easily) mesh types by layer with independant proportion and visiblility settings,
- water. Colors are generated from a user-defined color map using the water depth.
- 3D sounds:
- anywhere in the world or relative to the listener,
- linked to an object,
- directionnal or not,
- emission angle from 0+ to 360�,
- gain,
- each weapon can have a sound produced when firing,
- each FX can have a sound produced when activated.
Some of the things that must be done (not in a particular order)
- code paths and additional features for graphic cards newer than the GeForce 2.
- improve AI to allow computer players to avoid objects.
- vertex programs for bump mapping and particles lighting.
- save/load game (only stores the current level number and some player's info).
- improve blender tools.
- objects, images, levels !