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About Jardak

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  1. Hi guys, I would like your opinion on something. I'm about to start a project that involves to modify an existing First Person Shooter (or more generally fast-paced) game. I did a research on google and wikipedia and it seems to me that the only available and valid games are Quake engine based ones. I was thinking that Quake 2/3 is already a dated game and I was wondering whether there is something out there equally valid and more representative of the new generations of games. Do you have any suggestion?
  2. Thanks a lot for the answer. That is exactly was I was looking for.
  3. I actually haven't tried anything yet. I'm just asking if there is a pattern already used for this kind of problems. My goal was to have a high level answer with some pointers, but it seems that you prefer the details. Reading your answer (and questions) I understand that the solution would be: * Transform the world coordinates of the avatar to screen coordinates * Add a constant to the vertical axis * Draw some text at that coordinate (centering the text if necessary) Now some details about my question: Let's assume that I can switch between a "Platform view" (top) to the first person view. If I'm in first person view some avatars might be behind a wall or an obstacle and they cannot be visible. If my implementation counts on drawing the text in the orthogonal view, it might happen that the name of an avatar is shown even if it is behind a wall (am I right?). If, instead, in the perspective view I create a polygon above the head of the avatar where I write the name, making sure that the polygon always faces the camera (billboarding?) it can happen that the names of the avatar that are closer to the camera appear bigger than the other names. And that doesn't happen in most of the games. Am I right? So am I missing anything? Which is the best method?
  4. Sorry for the broken english. I meant "above" not "upon". So I do not want to draw the text in the exact same position of the avatar but above it's head (and it should be tolerant to camera movements if possible). BTW I'm using Java and Lwjgl
  5. Hi all, I have a different problem now that I have no idea how to solve. I created a small example of a maze where there are some players that moves randomly in it. Now I want to draw their name upon them. Is there a known solution to this problem? Thanks in advance. [Edited by - Jardak on June 2, 2010 2:58:24 AM]
  6. Thanks a lot for the answer, but still I don't understand where is the problem if I want to draw something in perspective. Where is the flaw in my previous reasoning?
  7. Hi all, I just wanted to better understand how the camera and transformation matrix works. My final target is to ignore what is the camera position and draw a big quad in the center of the screen. So let's assume I'm using the ModelView matrix mode... // Set the camera // Draw some objects glPushMatrix(); glLoadIdentity(); glColor3f(1, 0, 0); glNormal3f(0, 0, 1); float halfEdge = 10; float depth = -10; glBegin(GL11.GL_QUADS); glVertex3f(-halfEdge, -halfEdge, depth); glVertex3f(halfEdge, -halfEdge, depth); glVertex3f(halfEdge, halfEdge, depth); glVertex3f(-halfEdge, halfEdge, depth); glEnd(); GL11.glPopMatrix(); So I understood that when I set the camera with gluLookAt the transformation matrix is set to operate a translation/rotation to all the object that is the inverse of the camera position. So basically the camera is always still in 0,0,0 but the objects are moving according to it. Now if I push the matrix and load the identity matrix, I should be able to draw a rectangle in (-10,-10,20,20) over the current scene. But this doesn't seem to work, am I missing anything? Thanks in advance
  8. Quote:Original post by phresnel Why do you know beforehand that you only need to apply some minor changes, if you have not even found any project? I don't think I got the meaning of your message. I consider them minor changes comparing to the whole complexity of a game like that.
  9. Thank you all for your response. Quote:Original post by GWDev There are some 3D - multiplayer - pacmans things on sourceforge. Just google 'pacman 3D multiplayer sourceforge'. Quote:Original post by LionMX You may have done this already but have you checked out sourceforge.net? It is an online repository and there are thousands of open source games on there. I checked out sourceforge, but at the beginning I was looking for something written in an high level language (Java, C#, etc...) and I didn't find anything. Now I double checked for other languages and there are a couple of versions in C for Linux and I'm setting up a Linux machine for that. Quote:Original post by Hodgman You could, you know... make a 3d version of pac man... Yeah I thought about making a multiplayer 3D Pacman from scratch, but since it is a classic game I thought I could find many versions of it. Unfortunately, I don't have much time do develop it so I was hoping to find something already done and tested. Quote:Original post by darkcrobat But if you're supposed to be making it, why do you need open source, apart from plaguarising? I'm not supposed to make it, I've been asked to modify the iMaze game that is old and the source code is written in German. I'm not going to violate any licence, if this is what you are worried about.
  10. I need to apply some minor changes.
  11. Hi all, I have been assigned do create a demonstration with a multiplayer 3D version of the game Pacman. At the beginning I thought it was easy to find something like that, but searching on the web I didn't get many results. For all the games I found there is the problem that they are either 3D or multiplayer and the only one that satisfies both constraints is a 10 years old German game called iMaze. Unfortunately for the latter there is no windows version and even in Linux the dependencies are too old. Is there anyone who knows a similar maze game that is open source, 3D and multiplayer? Thanks in advance
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