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Nice, it's DX .X files... :g
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Xpand its okay with me if you make somthing based on fesiar's and my track its always okay to use my ideas
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Becouse of school (damn:brickwall) my work is going reaaaaalllyyyy slooooow, for now i can (wow...:robot) rotate my 3D object (in .x format) using arrow keys. Not much for now
btw. i'll be updating this post with what i have achieved:
02.01 - 06.01.2011
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- loading 3D object in .x
- assigning keys
- rotating objects
- moving camera using keys/mouse
06.01 - 01.02.2011
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- bump mapping
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Yeah, school is starting and time is short...
What you've accomplished is great! I can't load a 3D model with OpenGL yet...
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I'm using DarkGDK, so loading 3D object is nothing hard:
// Load 3D object and set its position
dbLoadObject ("Ship.x", 1);
dbPositionObject (1,0,0,0);
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I'm going to buy an small book about C++ programming soon, in the meantime i've found some video tutorials from "helpfullprogrammer" on youtube, i'll go trough them, learn some basics then go to see if i can make an step in making our "Velocity: Evolution" :g, if i get stuck... i have one option... buy 3 toms of book about game programming for about 600 pages each one:mr-t:D
EDIT: I saw that Connavar is making his own game... so, there will be 2 versions of game :)
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Yeah, I oughta go look for some of those too... They're really helpful.. I saw one about 3ds max, I didn't buy it, but the three pages I saw tought me a few tricks I could use on gmax.
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Maybe some controls here
if (key is pressed(Key:Right)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Left)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Up)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Esc)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Space)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Down)) then {INSERT FUNCTION HERE}
I recommend that The Right Key Moves you right
I Recommend that the left key moves you left
i recommend that Up Button is to accellarate
If Down Is pushed it should slow the craft down
If Space is pushed it should be used in the menus to select options and items etc but in race it should serve as the weapon fire button
Im Not So Sure Is We Could Put JoyStick configuration in but we could perhaps Add Mouse Compatability?
This might help
Perhaps this could work?
And Perhaps We Can Move To Physics well i believe that We Should Make Tracks Less Dependent on the level physics but rather we instead We Use A magnet like physics in parts of the track where its likely to fly over the edges of the tracks the magnet physics might help us save time in editing the entire level physics but rather magnetise it?
Also you know the wipeout pilots with the last name Tesuto well i found out this Tesuto is test in japan but its only Tesuto read phonetically
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Well, the ship's brakes are the two airbrakes deployed at the same time. About the floating physics I think we should try to make the track emit an upward force field and apply to the ship a downwards force with the same intensity as the force field.
I also have a few ships on my sketch board. Just need to improve the drawings to show them here.
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Guys, my head had been hit by an awesome idea:hyper "Let's make a Open World Wipeout Game!":cowboy. Ahead of my eyes passed an great image of long tracks, big cities, and beautiful environments (my glimpses of crazy dreams:dizzy). Is this not a great idea?:donut
I even know how to realize that:)
btw. Jessie - you forgot about pitching :) (i'm still thinking about controlls in game, it's difficult becouse of KEYBOARD...)
In programming i thought about ship phisics too... aren't there some physics formulas needed to accomplish this? (i suck in this subject :redface:)