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An open source, 1st person (changed from 3rd person) space combat simulation. The effort (updated from the state of 'Attempt' it was) is done with Visual Basic.NET 2005 and Truevision3D with extreme weight given to combat realism and tactical mayhem. Initially, the game will not have flashy graphics, effects & sounds and it will not make extended (or at all) use of many of the rendering engines capabilities because it's mostly action focused (good old shoot the bad, bad aliens. However, when all ingredients of Logic and Tactics are in place, the refinement will start with GUI, Models, textures, Billboards, shaders, (maybe physics, but i don't think so), sprites, particles, music, sfx and vocals.
leahcim sonam (Project Leader)1. Actually it's not a hiring proccess (the whole thing is Open Source) and it's not like i'm in a desperate need of an artist but i would like someone to receive my crappy 2D artwork which i'm using strictly as a sandbox and refine it. As with all forms of collaboration, it's best for 1 person to come up with a visual style. It's not a business proposal just a hobbyists help to refine, alter or create his own DDS replacements. When the download section comes up, i hope i'll put the code and artwork up. Thanks !!!
Oh my, this is going to be .....
I've read the wiki article by 'Omnigames' (Nice and solid little article) which is of course basic but then i've stumbled (actually it's the very next article in the wiki) on EagleEyes 'Key Binding system' (Very informative EE, thanks) and it kinda hit me right then. So i'm making all non-drawing actions in the game work on their own thread and for this i'm into delegates for assigning custom routines for keyboard and mouse events. It shouldn't cause any ...
Well, i've come to a decision regarding fire hit.
Weapons are PULSE like and not PROJECTILE like. They're plain good old laser (don't know how i'm gonna call it int the game though) cannons which, conviniently for me, travel instantly so an accurate ray collision test is more than enough to check for hits.
Anyway, the collisions between 100 firing ships is not something i want inside the render loop. So i liten the check in the following way. ..
1. Thanks to Hypnotron & RaineC, wiki has a...
I finally got my new PC up and running and i got close to 1000 fps with 1001 meshes flying around, aprox 17.000 polys. Well, it is time to start coding now and i have decided to be a bit more agressive and reduce (if not kill) the planning stage to a min. Having gainned precious knowledge on TV, since 6.2, and after literally eating out the entire net for maths and other relating stuff, i feel m...
Well, i've been thinking of it for quite sometime now and i finally took the big (sort of) step to buy a new system. Nothing extreme though but a current to low end with 2Gigs HyperXCore 2 duo2.33, nVidia 8600GTS, WinXP. I'm gonna test performance today, after i set it up. It cost me around 700$ and i woudn't really bought if my my old the board (i think) didn't keep throwing B...
I've read several posts on the forums about Threading with TV3D and i though i try that. It's really something. I've created another thread to handle collisions avoidance and it worked like a charm, with brute force mathematical collision check (no optimizations) between 1000 objects (1.000.000 calculations) and it takes ~1sec at a 2Ghz Core 2 Duo. A brief test though, showed that position calculations
inside a thread result in jittering motion, so i've
removed all the position calculations fr...
I'm starting this game for my personnal entertainment only. It's not a trade-explore style game because that would mean a lot of research about economics and stuff like that (which is not bad but i don't have the time). My little game is mostly a short (sort of) story about bad aliens that are out to get us.
Well, it starts kinda like in Freelancer but it's mostly a combat game with no trading or any other...


