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odrega

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  1. Yeah, unfortunately the games I enjoy a the more large scale game like Age of Empires and Civilization series - alll of which are massive games that cannot be easily simplified.   Pretty much we are allowed to reduce it or increase it to any degree, as long as when we create it we stick to the original specifications that we create.
  2. Thanks =)   As to the purpose of the assignment, it is to test our ability to code and create working, complex programs.   Looking at it, I also agree that Wolfenstein, etc. would be quite hard. I like the suggestion about making 3D classics. FPS pacman anyone?
  3. Hey guys!   So for a school project (the last year) we have an assignment where we have to recreate a game. For a previous version of this assignment I created a 3D space invaders, to give some idea of the scope of the game.   I'm really stuck on what to choose for this next project. I'm the only one in my class who can create a 3d game (through OpenGL), and I want to  play that strength. I was thinking of creating something like the early wolfenstein or doom, but neither of those games interest me enough to do  a whole lot of work on them.   What suggestion do you have?
  4. Hey Guys, thanks for your time.   So I'm creating a game and I'm trying to figure out what sort of structure I'm going to go with. This is for a large school project, and it has to be fairly formalised, which is why I'm going to the effort of finding a structure and sticking with it. The following structures that I know of are: Event Driven Data Driven Standard, traditional game loop thingy Model-View-Controller   Any suggestions as to what would be appropriate would be welcome.
  5. It's not very efficient, but something like this could work, if actual trigonometric calculations are thrown at it. //Ray Trace - for loop for(var i = 0; i < rayIterations; i++){ rectangle = new Rectangle(1, 1, ray.x, ray.y); for(WallArray.length){ if(rectangle.hitTest(WallArray[whatever].rectangle)){ return true } } }
  6. Is there by chance front face culling and you've ordered the vertex's wrong? Or maybe you've left it with a projection matrix rather than an orthographic matrix?
  7. I'm not sure if its possible, but couldn't you render the whole map to a texture when you open the map menu. You wouldn't see real time block changes, but there's probably a way around that.
  8. I don't know much about libnoise, but if you use the same seed won't it always generate the same map? Because if it did, you could store the seed on the server, send it to the player (who then generates it) and then retrieve x, y, health and inventory. Would that work?