Impossible

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About Impossible

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  1. Collision Detection Book

    Great book, as far as I'm concerned this is THE book on realtime collision detection. The author has posted on Gamedev.net, I'm not sure how active he is though.
  2. Blasphemy I Say!

    I think its a pretty good idea. Technically D3D is cross platform (Windows, XBox, Dreamcast, perhaps PPC), It just happens to run only on Microsoft platforms :).
  3. To BSP or not to BSP...

    Quote:Original post by zed_padawan What do games like Halo use? Is it using raycasting? Hehe, raycast Halo would be awesome. Raycasting refers to the technique used to render games like Wolfenstein 3D, it hasn't been used in a commercial game for years. Halo uses a Quake style BSP (like Johnny Watson is talking about) for collision detection and portals for visibility, which is pretty common among FPS engines (Unreal, Doom 3, etc.)
  4. Why no innovation on this forum??

    I think some established genres are better for discussion than more whacky ideas. Occasionally you do see innovative ideas here, but people dont get into deep conversations or long threads about them because they can't really nitpick the details. For example, if I posted on the forums: - "I have an idea about a game where you roll a ball around and it picks up objects around you. It starts out small and ends up growing to hundreds of meters in size." (Katamari Damacy) or - "What do you think of a 2D platformer where you control a living ball of tar?" (Gish) People may say "that's a funny idea" or "sounds good you should make it" but they wouldn't really go in depth, maybe give some enemy or powerup suggestions. Now if you had a working demo (or even good looking screenshots\videos) of one of these whacky ideas, and it was actually relatively fun, then people would get excited about it, but working demos are rare here. There also seems to be a focus on improving realism and simulation on the GD.Net game design forums, and a lot of it seems to be people coming onto the boards when they just finished playing WoW or GTA or Halo 2 or something and feel like they can improve the genre. Although there's nothing wrong with either of those things.
  5. Counter-Strike and Quake derived games use BSP for collision detection. Quake style BSP is nice because it gives you a well defined inside and outside of the world, and you can do ray-BSP checks very quickly. Quake 3 style collision detection. However, the trend today is to just do checks against polygon soup (a bunch of "random" triangles.) LSS (line swept sphere) vs. triangle checks are pretty popular for this. There is source code for this around... Some on Flipcode, for example. Of course, there are physics engines (ODE, Tokamak, Novodex)and collision engines (Opcode) that will do all of this for you, so you may want to check those out. The 3D Math for game programmer's book, and Realtime collision detection, cover these things very comprehensively. Also, check out the Math and physics section, there is a lot of very good stuff on collision detection there. Just googling "collision detection" or "game collision detection" will give you tons of places to start with. Important things to know if you're building your own collision system are spatial partitioning structures (BSP, quadtree, octree, kd-tree, etc.), intersection tests and methods (ray tracing, minkowski difference, SAT), and a little (or a lot of) physics for collision response.
  6. X-Com inspired game

    Home of the Underdogs.
  7. The "Japanese fellow with 3 or 4 freeware games" written in D is Kenta Cho, great games. ABA Games is his site, all games have D sourcecode available. They're very abstract, and not exactly pushing the CPU or GPU to the max, but I would say its proof that you can make great games in D.
  8. The Doom 3 SDK code is actually really, really nice and readable OO code, easier to follow than the HL2 SDK code imho. The rendering backend could look pretty much like Quake, but there are other large parts of the backend (like the Sound engine) that Carmack didn't work on. Q3A maybe a little more easy to follow than Quake and Quake 2, isn't it an entirely new codebase (new from Q1\2)?
  9. Physics Based Games - where to find them?

    You may want to check out Ragdoll Kung Fu as well. It looks very interesting. Mainstream commercial games that look like they're using physics in an interesting way are Half-Life 2 and Psi-Ops.
  10. OpenGL Maps

    Quote:Original post by Anonymous Poster Quote:Original post by Impossible I suggest you check out how racer, an opensource racing game, handles tracks, especially the stuff on splines. No it isn't. Racer is closed source. For a period he allowed people to restrictively use the source to compile it, but now you can only get racer binaries - 0.5 was the last version where there was any form of access to the source code. And the sourcecode to 0.5 isn't relevant? Looks like you can still get it from the site.
  11. OpenGL Maps

    Hehe, sorry I couldn't resist. Quake 3 BSP is probably not the best format for a racing game. You actually could just load up tracks\terrain from a 3DS file. Along with some decent spacial partitioning and culling, and some good collision detection that would work out fine. I suggest you check out how racer, an opensource racing game, handles tracks, especially the stuff on splines.
  12. OpenGL Maps

    Small racing game, or small porn game?
  13. Sleeping power:If we could unite

    Massive forum based community projects have been tried before and don't really work for a lot of reasons. I could see smaller teams operating over the internet, but generally speaking a larger project is too hard to manage. When you put varying tastes, egos, and the fact that no money is involved into the mix you'd be hard pressed to organize a very large game from talent on gamedev.
  14. Anyone have finished games?

    Not many American or European hobbyist or indie developers produce 2d fighting games, but there are a lot of them made in Japan. There are decent communities around Mugen and Fighter Maker 2D, but very few if any finished games. Check out Doujinaroni for Japanese fighting games. For a nice sidescrolling beat 'em up check out Beats of Rage and (coming soon) Age of Beasts from Team Senile. Added benefits are it's freeware and opensource.
  15. Why draw so many frames, per second?

    Quote:Original post by Anonymous Poster Quote:Original post by Etnu id's games are usually graphically impressive, but when it comes to content, extremely bland. Counter strike is doing a million other things that Doom III is not, mostly on the CPU side. Uh... no... Doom III is doing per-triangle collision detection, rigid body dynamics, and parts of the stencil shadow silhouette generation on the CPU. Not to mention more complex AI (like people have said, the hostages in CS aren't very intensive.) Those things alone would make Doom III far more CPU intensive than CS, and I'm sure Doom III is doing a lot of other things that tax the CPU (sound stuff, for example.) That was me... "silohouetee generation" should be "volume generation."