I found an interesting little half finished game.
look close at the top right in this pic:
I spy a condom!! (which use I do advocate)
This comes right out the the readme
It uses raknet, openal, opengl, ogg and contains some level of physics support (we got bouncy balls!)Minimum Specifications:
2.4 GHz Intel processor or 2400+ or higher model AMD procressor
OpenGL 1.5 or higher
128MB video memory
Vertex and pixel shader 2.0 compatible hardware
100MB hard drive space
100% DirectX compatible keyboard or input device
No linux support and not open source. Levels are just modeled and made xml (which in this case is a stupid idea).
Runs 200fps in wine for me.
people who might be able to be contacted regarding this:
Jason Lyons email@example.com
Stephen Cooney firstname.lastname@example.org
Aake Gregertsen email@example.com
Charles Jarrett firstname.lastname@example.org
Brian Higby email@example.com
Teal Wilkes firstname.lastname@example.org
Full Sail Staff
Garrett Brown email@example.com
Kris Ducote firstname.lastname@example.org
Lee Wood email@example.com
Justin Gallo firstname.lastname@example.org
Liam Hislop email@example.com
Tony Porter firstname.lastname@example.org
C.I.A. Games www.ciastudiogames.com <dead>
Big Red Frankenstein www.bigredfrankenstein.com <dead>
Zachariah Inks email@example.com
Jordan Hale firstname.lastname@example.org
Bryce Lumpkin email@example.com
Robert Walker - firstname.lastname@example.org
Levels in XML are not a stupid idea if you do it the right way ( aka using it for entities and just reference level geometry in a binary file ).
i never said they was a stupid idea, its very speedy if used properly (if thats what you were implying). I was more refering to the level being done entirely in a modeling program.
Last edited by L33F3R; 05-28-2009 at 12:11 PM.
This is again nothing wrong and is done often ( QW:ET, Stalker ). Is also the case in my engine ( terrain meshes in Blender, height terrain and placement in world editor ) for example.
If human life expectancy wasn't so low it wouldn't matter but the fact remains that we live to die and we die eventually.
QW:ET is based on MegaTexture which is about texturing one huge triangle soup terrain with one texture. John itself said in his article on GamaSutra that the terrain is one large mesh in modeller that is then textured using this approach. So yes, QW:ET does use this technique.
So why doing it this way? It has one important advantage: versatility. If you don't code this editing support into your world editor people can use whatever 3D modelling application ( given the format is free, which in the case of Stalker had been a Maya plugin for example ) they work fastest with for creating the geometry. Don't underestimate blender and other apps on modeling buildings. Those are highly sophisticated applications so anybody skilled in their use ( and in a real game production you have skilled artists ) produces the required assets with easy and in time. So that's no argument against this technique.
Now from your comments I take it you are a brush-mapper?