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jeepndesert
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« on: 22. February 2007, 02:06:27 am » |
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I've been shut off from the world, no internet, no job, no car, for almost 3 months now developing a game with Xith3D. I'm using an older release of Xith3D since I've haven't been on-line from my computer. No screenshots until I get my computer online again.
The game at the core is a space RvR action combat, loosely based on netrek, blended with both RPG and life simulator elements. Several star systems, complete with star, planets, moons, and space stations are randomly generated and scaled realistically.
Commercial and military space craft are spawned at space stations and other places. Combat is part action-based and part dice-rolling--meaning phasers hit depending on various stats and torps hit depending upon skill.
It uses a dual flight system, mouse-scroller engine with forward and reverse, pitch, yaw, roll, and "thruster"-based forward, reverse, and strafing up, down, left, and right. It also uses middle-mouse button look and right-button yaw/pitch. The left button is for picking, using the swing gui, and setting direction like in netrek.
Ships include living space for life simulator functions and cargo space for merchant functions, carrying armies, or for mining resources. Stations and some planets and moons include markets for various functions, including finding NPC crew members.
The life simulator functions are abstracted in the GUI and chat console, but eventually, I would want to model the interior of ships and stations and model martkets and RPG areas on planets for more RPG elements. Currently, the game is also being built as a single-player game, but it is being designed to be converted into an MMO RPG/Life Simulator/Action game.
The game is still in progress, but I'm getting close to a playable game.
I found most of Xith3D, even the older version I'm using, to be sufficient. Most of my problems have been trying to figure out how to implement things in 3D. I dropped out of my advanced computer graphics class in college so I had some catching up to do on matrix math, VUP, VPP, VPN, etc. The textbook for the class is still useless, but it did go into detail on the polygon-clipping algorithm named after my professor.
I found the Swing-based components to really hit the frame-rate, so I've staggered their updates. I also had to modify it for picking, mouse enter/exit events, and to disable to default drag/drop features since I wrote my own, and made some other minor modifications.
I did restrict to using JOGL for the Swing support. I figured true full-screen would be easier to reimplement than a user interface. I also aborted use of the abstract input handlers since it was incomplete.
I can't wait to get the new version of Xith3D. You guys seem to have been busy. Now I need to figure out why Transform3D.lookAt is throwing an exception for tractor/pressor.
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