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Carnage in the News |
Thu Nov 16 19:34:23 PST 2000 |
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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!).
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Hover Carnage 0.0.5 (Fizz X) |
Mon Nov 13 01:35:30 PST 2000 |
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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.
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True Tunnel Textures |
Mon Nov 6 02:17:38 PST 2000 |
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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.
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Physics and Hovering |
Wed, 25 Oct 2000 23:00:05 -0700 |
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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.
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SDL, Networking RFC, etc. |
Thu, 28 Sep 2000 20:17:26 -0700 |
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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?
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Rockets, Smoke Trails, and Menus |
Thu, 8 Jun 2000 09:12:26 -0700 |
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View this fine
screenshot from the current CVS tree.
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Mac Carnage |
Thu, 1 Jun 2000 22:52:33 -0700 |
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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:
juzam@cyberspace.org:
SMTP error from remote mailer after RCPT TO:<juzam@cyberspace.org>:
host grex.cyberspace.org [204.212.46.130]:
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!
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New Screenshot |
Mon, 22 May 2000 00:22:03 -0700 |
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Weapon Design Ideas |
Wed, 17 May 2000 02:19:39 -0700 |
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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.
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Tunnel Textures! |
Mon, 8 May 2000 21:47:30 -0700 |
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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.
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Web Site Makeover |
Mon, 24 Apr 2000 21:27:00 -0700 |
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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.
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Portal Progress |
Thu, 20 Apr 2000 10:35:56 -0700 |
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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.
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Vapor Galore |
Thu, 6 Apr 2000 21:22:37 -0700 |
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New Eyecandy |
Sun, 2 Apr 2000 16:12:36 -0700 |
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0.0.4 is out |
Sun, 26 Mar 2000 16:56:44 -0800 |
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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
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