Polyhedra Development Thread


Pickle

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Ive made my first public screenshots of my current project. Its mainly been to get a good understanding of OpenGL fixed functions.

Im starting with a simple shooter styled after space invaders. Basically you shoot the targets and score points. It uses SDL, OpenGL (ES 1.1 compatible), CML vector math library.

I will post here as things progress.

Thanks for Cloudef for the 3d text objects.

http://imageshack.us.../825/poly1.png/

http://imageshack.us.../703/poly2.png/

http://imageshack.us.../685/poly3.png/

rWpyV.png



5pNfx.png
 
Woot, the mighty pickle strikes :)

IS this your first original game? I forget.. you've been on ports for a long time :)

jeff
 
skeezix said:
IS this your first original game? I forget.. you've been on ports for a long time :)

Technically no, it might the first full finished game i do though.
I did Pickle Gone Wild for the crap contest, Fire for Pandora Panic. And i still have my unfinished Pirates project (which does have a good chunk of code in it)
 
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Pickle, not trying to ruin your fun, but just in case you're interested in another (open source, OpenGL ES) 3D space invaders implementation, here you go:

Sources:

http://www.khronos.org/developers/code_samples/jellyfish.zip

Screenshots:

post-83611-1251743332_thumb.png


post-83611-1251743319_thumb.png


post-83611-1251743326_thumb.png


What you can't see in these screenshots is that you can change the camera to tank view, so its like a 3D FPS (on rails) ..

I ported this to tbOS (AI Touchbook, almost same as PandoraOS) a few years ago, as soon as I get my Pandora development environment back again (its horribly borked right now), I'll build for PandoraOS and release a .PND ..
 
torpor said:
Pickle, not trying to ruin your fun, but just in case you're interested in another (open source, OpenGL ES) 3D space invaders implementation, here you go:

Sources:

http://www.khronos.org/developers/code_samples/jellyfish.zip

Sorry for OT, but this link doesn't work for me. It seems to go here: http://www.khronos.org/developers/
 
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nicee!! if it can run on the caanoo??caanoo caanoo caanoooooo
 
I have some simple collision detection working using 2 circles (sphere) for the models, so now i can shoot bullets into the other objects and they go away :)

I also set up to be able to use a 3d playable area in a rectangle shape, so i could have a couple modes of play, one with a single plane and one with variable heights.
 
Schnatterplatsch said:
torpor said:
http://www.khronos.org/developers/code_samples/jellyfish.zip
Sorry for OT, but this link doesn't work for me. It seems to go here: http://www.khronos.org/developers/

Well, in case its of any interest I've put the original (non-ported) sources here:

http://w1xer.at/pandora/jellyfish_invaders.zip

I mean no disrespect to you Pickle - I'm sorry if it feels like I'm hijacking your thread, but I just thought that maybe it will inspire you to add more features when you see what jellyfish_invaders is all about too .. since there are some similarities ..
 
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torpor said:
I mean no disrespect to you Pickle - I'm sorry if it feels like I'm hijacking your thread, but I just thought that maybe it will inspire you to add more features when you see what jellyfish_invaders is all about too .. since there are some similarities ..

sure any feedback suggestions help
 
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I posted a new screenshot at the top post. This shows the skybox model turned on, it also shows bullets flying. On the left hand side is the player cube shooting a stream of bullet cubes( 4 bullets). The cubes to the right of the player cube and the cubes between the pyramid and first row cubes are bullets.
Bullets right now vary on their attack rate and i also added a random condition to get the firing out sync with all the monsters.

Im getting tempted to try it on the pandora :)

Update: added what i need for pandora and it works :) Very nice that i didnt have to change anything to the core opengl code.
 
Pickle said:
I posted a new screenshot at the top post. This shows the skybox model turned on, it also shows bullets flying. On the left hand side is the player cube shooting a stream of bullet cubes( 4 bullets). The cubes to the right of the player cube and the cubes between the pyramid and first row cubes are bullets.
Bullets right now vary on their attack rate and i also added a random condition to get the firing out sync with all the monsters.

Im getting tempted to try it on the pandora :)

Update: added what i need for pandora and it works :) Very nice that i didnt have to change anything to the core opengl code.
Yeah if you keep in mind the difference between ES and vanilla GL then it's not so hard to make it "just work" :)
Making nice progress dude, keep at it!
 
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Nice to hear of your progress Pickle! I'm looking forward to the day you say "okay now I need an artist to start making me some models.." :)
 
torpor said:
Nice to hear of your progress Pickle! I'm looking forward to the day you say "okay now I need an artist to start making me some models.." :)

Actually i did a while ago :) But its getting closer to where i will really need to come up with models better than using a cube for eveything.
 
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Played around with bullets lately and i like the results. The first thing i did was modify the bullet model from a cube to a rectangular cube, which looks like bullet/missile. The next thing i tried was creating a set of weapons, single shot, double shot, single with double diag shot, and double with double diag. Single and Double shots are just straight missiles. Double diag shots are shot at an angle.
I also made the player bullets red and the monster's red.

Next I really need to get the obj font object finished so all of the rectangle boxes become letters.
 
Well i worked on the model class and extended it to use the group identifier. This lets me use an obj to describe a group for each alphanumeric. All i have to do now is feed the group name and only the points/lines/faces of that group are rendered. For example I give the group name "A" and all the lines for an A are rendered with the current modelview.

My old solution was going to be a big list of floats in a header file and custom rendering just for the font. It think the new solution is much better and cleaner. for the model and text classes.
The other cool thing with opengl is that i can scale, change line width, set any color with one set of coordinates.

Now i just need enter in all the coord data for each char, im only up to F. But now that i this finalized I can show score, high score list, and any other 2d text.
 
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