For me, the most important part for Immersion is the Music/Sound. Here is my List of Games that i felt/feel "fully immersed" in:
EVE-Online / Homeworld 2
The Music and the overall Atmosphere is what did it for me in these 2 games. Songs like http://www.youtube.com/watch?v=0nkiSYrD6RI combined with a great Space Setting is just purely epic.
Command & Conquer (Original & Red Alert I)
Frank Klepacki. Need I say more?
Final Fantasy 7,8,9
Even though here the Music was great, I think it was mostly the Story that did it.
Unreal (I) & Half-Life
Again, the Sound Design of this game was amazing. Starting out in a crashed Prison carry with People screaming everywhere... Or the Voice Over in the Starting Tram-Ride in Half Life.. woah! Love it
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About Me
Occupation
Army Officer.
Studied Mathematics (ME-MTS) @ the Armed Forces University in Munich.
Game Development
Started out as a Modder for Half Life & FarCry in 2002/2003. When the Mod got cancelled, I went on to be part of an Indie Game Dev Company. My Job: Getting their current Engine up to modern Standards (04/05). Once the project was finished, the Company went from Full Retail games on to develop Flash-Games and Apps. I don't know anything about Flash and don't care much about it, so I joined the Army.
Intrests
Sports (Calisthenics & Running), Cars and Mathematics.
Current Projects
Re-Started my Interest in Game Development last Summer. Have been working on a Game since then, which is nearing Completion (at least Programming wise). Once that is done, the search for Sound & 3D/2D Artists will begin.
Army Officer.
Studied Mathematics (ME-MTS) @ the Armed Forces University in Munich.
Game Development
Started out as a Modder for Half Life & FarCry in 2002/2003. When the Mod got cancelled, I went on to be part of an Indie Game Dev Company. My Job: Getting their current Engine up to modern Standards (04/05). Once the project was finished, the Company went from Full Retail games on to develop Flash-Games and Apps. I don't know anything about Flash and don't care much about it, so I joined the Army.
Intrests
Sports (Calisthenics & Running), Cars and Mathematics.
Current Projects
Re-Started my Interest in Game Development last Summer. Have been working on a Game since then, which is nearing Completion (at least Programming wise). Once that is done, the search for Sound & 3D/2D Artists will begin.
Community Stats
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- Birthday July 4
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Location
Munich - Germany
#4757231 Fully Immersing a player into a game.
Posted by Kayzaks
on 11 January 2011 - 06:35 AM
#4757223 Robokidsgaming
Posted by Kayzaks
on 11 January 2011 - 06:17 AM
"I have a penis, thus I will have many.".
Quoted for truth
#4757164 Top Down Shooter - 2D Feel with 3D Graphics
Posted by Kayzaks
on 11 January 2011 - 03:11 AM
My idea is to make the ground units hit box extend to the sky and if a bullet hits it then it dies.
Depends on your 3D Projection. If the FOV is too high, this will look like you're shooting above the Target and it magically explodes.
Instead of extending the Box "straight" up, transform it so that it is parallel to your Projection.
If you've got a low FOV, this should be fine.
#4756774 You Are Old ...
Posted by Kayzaks
on 10 January 2011 - 12:36 PM
Hehe, nice one
#4756225 God Won'T Bless America
Posted by Kayzaks
on 09 January 2011 - 02:52 PM
Everyone draws the line somewhere, and this Game has passed mine... I don't care about the God-stuff, but blowing up the World Trade Center with an alien Spacecraft? Is this some kind of political statement? This website is about Game Development not about Politics.
#4755221 assistance with c++ flying game :)
Posted by Kayzaks
on 05 January 2011 - 06:49 AM
I would focus on the Physics next. Modeling accurate Flight mechanics is very hard to do in real time, but i believe he just wants you to have some simple Flight equations right? I'll try to keep everything as simple as possible, as I highly doubt your Prof wants a fully functioning Flight Sim?
(All my physics have been in German, so some notations might differ to the english ones)
Let's start with Vertical Forces:
- Gravity

- Lift

Rho = Density of the Air ("constant")
v = Speed of the incoming air (for this project: "Speed of the plane")
A = Basically the Wingarea ("constant")
C_A = Lift-Coefficient
Right of the Bat, C_A is the variable that the Player can change via Input, for example pulling on the Stick/Mouse. It's determined by the angle of the Wings towards the Air

Let's simply assume for this game that
is linear.
The Plane goes up when F_A is bigger than F_G obviously. However, F_A is always perpendicular to the Plane itself, not the Ground!
-----------------------------------------------------------------
For Horizontal Forces we've got:
- Thrust
(No Equation here, depends on the Engine etc... You could invent some function that is dependant off V = Speed here, and the Throttle the Player engages)
- Air Friction

A = Area as seen from the Front of the Plane (Friction area basically)
rho, v = same as above
c_w = Friction coefficient (lets just assume this is constant)
In the Horizontal Plane, the only user input is the Throttle for the Thrust. If the Thrust is bigger than the Friction = We Accelerate. Otherwise we get slower
----------------------------------------------------------------
So, we've got Horizontal and Vertical Flight covered. This should give you an "OK" looking flight physics. During your implementation, If you keep in mind that F_A is always perpendicular to the Plane, you can even fly sideways and curves by rolling the plane. A nice sideeffect ;)
----
Controls:
- Pull/push the Joystick Back = Increase/decrease Variable Alpha => C_A increases => F_A increases => we Fly up
- Tip it left/right = Increase Roll Variable => F_A changes direction to the left/right => we fly left/right
- Tip it and pull/push the Joystick = (do the above) => F_A points to the rear left for example => we fly a left curve
- Accelerate = Increase Thrust Force => Fly faster!!
Perhaps this will get you started a bit
(All my physics have been in German, so some notations might differ to the english ones)
Let's start with Vertical Forces:
- Gravity
- Lift
Rho = Density of the Air ("constant")
v = Speed of the incoming air (for this project: "Speed of the plane")
A = Basically the Wingarea ("constant")
C_A = Lift-Coefficient
Right of the Bat, C_A is the variable that the Player can change via Input, for example pulling on the Stick/Mouse. It's determined by the angle of the Wings towards the Air

Let's simply assume for this game that
The Plane goes up when F_A is bigger than F_G obviously. However, F_A is always perpendicular to the Plane itself, not the Ground!
-----------------------------------------------------------------
For Horizontal Forces we've got:
- Thrust
(No Equation here, depends on the Engine etc... You could invent some function that is dependant off V = Speed here, and the Throttle the Player engages)
- Air Friction
A = Area as seen from the Front of the Plane (Friction area basically)
rho, v = same as above
c_w = Friction coefficient (lets just assume this is constant)
In the Horizontal Plane, the only user input is the Throttle for the Thrust. If the Thrust is bigger than the Friction = We Accelerate. Otherwise we get slower
----------------------------------------------------------------
So, we've got Horizontal and Vertical Flight covered. This should give you an "OK" looking flight physics. During your implementation, If you keep in mind that F_A is always perpendicular to the Plane, you can even fly sideways and curves by rolling the plane. A nice sideeffect ;)
----
Controls:
- Pull/push the Joystick Back = Increase/decrease Variable Alpha => C_A increases => F_A increases => we Fly up
- Tip it left/right = Increase Roll Variable => F_A changes direction to the left/right => we fly left/right
- Tip it and pull/push the Joystick = (do the above) => F_A points to the rear left for example => we fly a left curve
- Accelerate = Increase Thrust Force => Fly faster!!
Perhaps this will get you started a bit
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