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Polyhedra Development Thread


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#1 Pickle

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Posted 25 July 2011 - 12:15 AM

Ive made my first public screenshots of my current project. Its mainly been to get a good understanding of OpenGL fixed functions.

Im starting with a simple shooter styled after space invaders. Basically you shoot the targets and score points. It uses SDL, OpenGL (ES 1.1 compatible), CML vector math library.

I will post here as things progress.

Thanks for Cloudef for the 3d text objects.

http://imageshack.us.../825/poly1.png/

http://imageshack.us.../703/poly2.png/

http://imageshack.us.../685/poly3.png/

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#2 skeezix

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Posted 25 July 2011 - 12:34 AM

Woot, the mighty pickle strikes :)

IS this your first original game? I forget.. you've been on ports for a long time :)

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#3 Pickle

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Posted 25 July 2011 - 12:50 AM

IS this your first original game? I forget.. you've been on ports for a long time :)


Technically no, it might the first full finished game i do though.
I did Pickle Gone Wild for the crap contest, Fire for Pandora Panic. And i still have my unfinished Pirates project (which does have a good chunk of code in it)

#4 torpor

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Posted 25 July 2011 - 09:57 AM

Looking good Pickle! Reminds me a little bit of Jelly Invaders though .. seen that yet?

#5 Pickle

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Posted 25 July 2011 - 12:46 PM

Looking good Pickle! Reminds me a little bit of Jelly Invaders though .. seen that yet?


Never heard of

#6 sebt3

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Posted 26 July 2011 - 02:08 AM

coooolllll ;)

#7 torpor

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Posted 26 July 2011 - 08:30 AM

Pickle, not trying to ruin your fun, but just in case you're interested in another (open source, OpenGL ES) 3D space invaders implementation, here you go:

Sources:

http://www.khronos.o...s/jellyfish.zip

Screenshots:

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What you can't see in these screenshots is that you can change the camera to tank view, so its like a 3D FPS (on rails) ..

I ported this to tbOS (AI Touchbook, almost same as PandoraOS) a few years ago, as soon as I get my Pandora development environment back again (its horribly borked right now), I'll build for PandoraOS and release a .PND ..

Edited by torpor, 26 July 2011 - 08:31 AM.


#8 Schnatterplatsch

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Posted 27 July 2011 - 08:57 AM

Pickle, not trying to ruin your fun, but just in case you're interested in another (open source, OpenGL ES) 3D space invaders implementation, here you go:

Sources:

http://www.khronos.o...s/jellyfish.zip


Sorry for OT, but this link doesn't work for me. It seems to go here: http://www.khronos.org/developers/

#9 kayuz

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Posted 27 July 2011 - 02:09 PM

nicee!! if it can run on the caanoo??caanoo caanoo caanoooooo

Edited by kayuz, 27 July 2011 - 02:10 PM.


#10 Pickle

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Posted 27 July 2011 - 02:49 PM

nicee!! if it can run on the caanoo??caanoo caanoo caanoooooo


Im targeting ES 1.X so it should run on wiz and caanoo as Ive been planning.

#11 Pickle

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Posted 28 July 2011 - 08:15 PM

I have some simple collision detection working using 2 circles (sphere) for the models, so now i can shoot bullets into the other objects and they go away :-)

I also set up to be able to use a 3d playable area in a rectangle shape, so i could have a couple modes of play, one with a single plane and one with variable heights.

#12 torpor

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Posted 29 July 2011 - 06:54 AM


http://www.khronos.o...s/jellyfish.zip

Sorry for OT, but this link doesn't work for me. It seems to go here: http://www.khronos.org/developers/


Well, in case its of any interest I've put the original (non-ported) sources here:

http://w1xer.at/pand...sh_invaders.zip

I mean no disrespect to you Pickle - I'm sorry if it feels like I'm hijacking your thread, but I just thought that maybe it will inspire you to add more features when you see what jellyfish_invaders is all about too .. since there are some similarities ..

#13 Pickle

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Posted 29 July 2011 - 01:15 PM

I mean no disrespect to you Pickle - I'm sorry if it feels like I'm hijacking your thread, but I just thought that maybe it will inspire you to add more features when you see what jellyfish_invaders is all about too .. since there are some similarities ..


sure any feedback suggestions help

#14 Pickle

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Posted 30 July 2011 - 03:20 PM

I posted a new screenshot at the top post. This shows the skybox model turned on, it also shows bullets flying. On the left hand side is the player cube shooting a stream of bullet cubes( 4 bullets). The cubes to the right of the player cube and the cubes between the pyramid and first row cubes are bullets.
Bullets right now vary on their attack rate and i also added a random condition to get the firing out sync with all the monsters.

Im getting tempted to try it on the pandora :-)

Update: added what i need for pandora and it works :-) Very nice that i didnt have to change anything to the core opengl code.

#15 PokeParadox

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Posted 31 July 2011 - 01:18 AM

I posted a new screenshot at the top post. This shows the skybox model turned on, it also shows bullets flying. On the left hand side is the player cube shooting a stream of bullet cubes( 4 bullets). The cubes to the right of the player cube and the cubes between the pyramid and first row cubes are bullets.
Bullets right now vary on their attack rate and i also added a random condition to get the firing out sync with all the monsters.

Im getting tempted to try it on the pandora :-)

Update: added what i need for pandora and it works :-) Very nice that i didnt have to change anything to the core opengl code.

Yeah if you keep in mind the difference between ES and vanilla GL then it's not so hard to make it "just work" :)
Making nice progress dude, keep at it!