About this blog
I have been coding a basic game engine for the past nine months or so (on and off) in C++ and DirectX 11, when I stumbled across khawks coding challenge (https://www.gamedev.net/forums/topic/693936-2018-new-year-challenge-missile-command/) which is to produce a missile command clone. So I thought, what better time to test out my engine in a real world scenario? This would quickly point out any flaws or lacking features, right?
The engine (as mentioned earlier) is coded in C++ and DirectX 11. It is designed to be extremely fast, extremely compact, easy to use, and produce a true single executable with all pre-requisites built in. The code is entirely my own and has absolutely no third party API's (with exception to the Microsoft Platform SDK). No licensing woes and I know what every single character of code does.
Missile Command is one of my favorite Atari classics. When I saw this challenge come up, I had to give it a go. The remake will be very similar to the original, with maybe a twist or two. Essentially, the aim will be to blow missiles out of the sky before they destroy the cities below.
Elements I'll need (or want - time permitting) to code are as follows;
- Screen to 3D space projection
- Directional missiles
- Score system
- Ammo system
- Basic collisions
- Title screen
- Probably lots more...
Thankfully my game engine is primarily written around making graphics easier to implement and manipulate.
Still early in yet, but this is where I am at roughly an hour or two after starting this project.
Allready, there is quite a bit going on. Some things immediately apparent and some not.
- Main draw pass
- Stencil pass
- Horizontal blur pass
- Vertical blur pass
- Bloom pass
- Effects pass (vignette and noise)
Next step is to get the targeting cursor working and some missiles making their way to the targets.
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