Hover Carnage







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News Archive

Carnage in the News Thu Nov 16 19:34:23 PST 2000
Thanks to linuxgames.com and opengl.org for the linkage. We certainly didn't expect any coverage this early in development, but I guess that's the nature of the free software beast. Just a couple of corrections: We're making a multiplayer combat game, not a racing game. See those big orange letters up above? :) Also, we're on version 0.0.5, not 0.5 (I wish!).

Hover Carnage 0.0.5 (Fizz X) Mon Nov 13 01:35:30 PST 2000
At long last, an actual release. Here's the changelog:
  • switched from Glut to SDL
  • added Newtonian physics
  • implemented true hovering
  • rewrote the rendering engine to use portals
  • started a tunnel/portal generator
  • implemented framerate calculation
  • textured tunnels!
  • added OFF file format model loading instead of just #include'ing data
  • implemented camera movement buffering for a smooth chase cam
  • autoconf'd the whole bloody mess
  • linear interpolation for object movement
  • too much other stuff to list
Hit up the download page to snag your copy.

True Tunnel Textures Mon Nov 6 02:17:38 PST 2000
We've got another fresh screenshot for your viewing enjoyment. This one shows off our recent texture taming. And as if that weren't enough, we've now got keyboard controls interacting with the new physics code.

Physics and Hovering Wed, 25 Oct 2000 23:00:05 -0700
The integration of Chris' physics code is complete, and after a lot of hacking by both Matt and Chris, the craft now hovers based on real Newtonian mechanics. You can even do jumps if you launch off a wall in the right way. Now it's just a question of polishing up the hovering code and adding a few controls, and we'll be ready for our first release in quite a while. Oh, and we've got a HUD, too. Check out this new screenshot.

SDL, Networking RFC, etc. Thu, 28 Sep 2000 20:17:26 -0700
After a long summer of spending too much time working in the real world and not enough time hacking on open source 3D games, we're once again all up in that CVS tree. I've completed the port from Glut to SDL, and Matt has begun work on design of a client/server network protocol. Additionally, Chris Leger has offered to integrate some speedy collision-detection code. And I've begun work on some major modifications to the hovering algorithms. I mean, what good is Carnage if it doesn't Hover?

Rockets, Smoke Trails, and Menus Thu, 8 Jun 2000 09:12:26 -0700
View this fine screenshot from the current CVS tree.

Mac Carnage Thu, 1 Jun 2000 22:52:33 -0700
Today I got an email from Rim, who apparently has gotten Hover Carnage to compile on his Macintosh G4. When I replied to him to inquire about the specifics of his machine (I assume it's LinuxPPC with gcc and Mesa), I received this friendly response from his email server:
    SMTP error from remote mailer after RCPT TO:<juzam@cyberspace.org>:
    host grex.cyberspace.org []:
    553 <juzam@cyberspace.org>... Sorry, I have rocks in my shoe.
So Rim, if your mail server is able to dislodge the rocks from its socks, please get back to me. In other news, we've now got a grand total of three coders working on the game: Me (Dan), Matt, and Fred. Right now I'm working on portal generation and weapons code. Matt's working on smoke trails, textures, and hopefully physics. Fred has applied his mad ninja coding skills to autoconf the whole project and now he's adding command-line options left and right. Run-time texture toggling, yes!

New Screenshot Mon, 22 May 2000 00:22:03 -0700
We've taken another screenshot, this time from the current CVS code. Fear the green fog!

Weapon Design Ideas Wed, 17 May 2000 02:19:39 -0700
Matt and I had a long brainstorming session and came up with all kinds of neat ideas for weapons. The basic premise is that all user weapons are configurable. Want a micronuke rocket with a motion-sensing guidance system and a proximity trigger? Mix and match your weapons options, and you've got exactly that, or any other weapon that you can think up by combining the various options in interesting ways. In regards to actual code, we're working on adding a moderately-realistic physics engine: For example, get nicked by a rocket, and it could very well send your craft into a spin.

Tunnel Textures! Mon, 8 May 2000 21:47:30 -0700
James Barnard has kindly volunteered to do some artwork for Hover Carnage. Take a look at this cool weathered metal texture that will be used for tunnel walls. He's also done textures for several power ups and various other types of futuristic-looking tunnel panels. There isn't yet code to add these textures into the game engine, but that is definitely planned.

Web Site Makeover Mon, 24 Apr 2000 21:27:00 -0700
In the absence of any new functioning code, I figured that I might as well pretty up the web site. No real new content; just php-ified everything. In regards to the code.. the portals appear to be rendering now (and they're fast), but somehow they've screwed up the scene graph hierarchy, or rotations, or something. Thus, much more bugfixing is in order before I even start thinking about another release.

Portal Progress Thu, 20 Apr 2000 10:35:56 -0700
Just a development update.. I'm part of the way through yet another regularly-scheduled engine rewrite. This time, the engine of the week is portal-based. The good thing about these overhauls is that each time I have to rewrite less and less of the existing code. So maybe that's a sign that I'm gradually approaching a good architecture. Who knows. Anyway, basic tunnel and portal generation appear to work. Now I'm working on actually getting the tunnel to render. The approach I'm using should be vastly superior to the old rendering method (both in terms of speed and flexibility), and it should allow some rather neat arenas. Stay tuned.

Vapor Galore Thu, 6 Apr 2000 21:22:37 -0700
Lots of new Hover Carnage information on the features page.

New Eyecandy Sun, 2 Apr 2000 16:12:36 -0700
I've just added a cool new screenshot of Matt's tunnel texturing work.

0.0.4 is out Sun, 26 Mar 2000 16:56:44 -0800
Hover Carnage version 0.0.4 has just been released. Here's the changelog:
  • performed a general code cleanup
  • removed the broken autoconf setup
  • switched to dynamically-allocated data structures
  • OOPified all the vector and matrix code
  • seperated the tunnel into segments
  • now renders the tunnel based on only the nearby segments
  • now detects craft-tunnel collisions based on only the nearby segments
  • added OpenGL backface culling
  • made the vertex normals precalculation somewhat more correct
  • made the default test tunnel larger
  • craft movement is now smooth, thanks to barycentric coords (and Tuxracer)
  • added rudimentary craft turning with keyboard