|
-
Oct 17th, 2002, 02:14 AM
#1
Thread Starter
Lively Member
-
Oct 17th, 2002, 07:06 AM
#2
Addicted Member
There are hunderds of tankwar clones. Can you be more specific? Is your game where you drive around in 2d, 3d. Or is it stationary like "Scorched Earth"?
-
Oct 17th, 2002, 10:49 AM
#3
Hyperactive Member
-
Oct 18th, 2002, 01:23 AM
#4
Thread Starter
Lively Member
-
Oct 18th, 2002, 01:25 AM
#5
Thread Starter
Lively Member
-
Oct 18th, 2002, 02:27 PM
#6
You mean something like the old Boom Boom windows game?
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Oct 20th, 2002, 09:22 AM
#7
Thread Starter
Lively Member
-
Oct 20th, 2002, 09:25 AM
#8
Hyperactive Member
I get you now, but I don't think I've seen any like that. The tank games I've seen so far have been like the one in the link I gave above.
-
Oct 20th, 2002, 09:34 AM
#9
Thread Starter
Lively Member
-It is actually very similar to Marc Lindenbach`s game in the link you specified, but with terrain instead of the "hills"...
-
Oct 20th, 2002, 09:39 AM
#10
Hyperactive Member
A game like that should be easy enough to write.
-
Oct 20th, 2002, 10:41 AM
#11
Needs a base in very basic physics, and the rest is just as easy...
The game lives and falls with the graphics, the second most important reason for the success of Worms United (after the crazy weapons) were the cute worms, Worms 2 even more so.
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Oct 20th, 2002, 10:45 AM
#12
I'm actually actively thinking about trying a Worms 3D, but I can't think of an efficient method to store a arbitrarily mutable 3d terrain where you can drill holes into. The only way I see would be a 3d array of 1 bit values - in a world of 10000x10000x3000 (that's not as large as it sounds) that would be 300 billion bits, or 37.5 gigabytes of data! So that way is completly impossible.
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Oct 20th, 2002, 11:24 AM
#13
Good Ol' Platypus
When you think about it, CornedBee, it really isn't possible to RENDER that many vertices at one time (nor is it feasible). How about just a heightmap and vertices, and maybe have 1 vertex every _ units, keep adjusting the value until you find a nice compromise between detail and speed.
All contents of the above post that aren't somebody elses are mine, not the property of some media corporation. 
(Just a heads-up)
-
Oct 20th, 2002, 12:23 PM
#14
I'd like some structure that stores the vertices but that can be changed, so if the terrain changes vertices are created and destroyed as necessary. Then I'd add erosion to the game so that every round the areas with many vertices are changed to reduce that number...
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Oct 20th, 2002, 12:23 PM
#15
Problem of a height map is, how do you drill holes into it?
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Jul 29th, 2005, 02:21 AM
#16
Re: Tankwars
 Originally Posted by CornedBee
I'm actually actively thinking about trying a Worms 3D, but I can't think of an efficient method to store a arbitrarily mutable 3d terrain where you can drill holes into. The only way I see would be a 3d array of 1 bit values - in a world of 10000x10000x3000 (that's not as large as it sounds) that would be 300 billion bits, or 37.5 gigabytes of data! So that way is completly impossible.
I have been searching for this thread for ages...I remembered it when I read an article on a Norwegian news paper today. They show screen shots of the new Worms 3D.....still doesn't do underground digging though...and you have all ready explained why..
http://www.dagbladet.no/kultur/2005/...8674.html?i=39
- ØØ -
-
Aug 15th, 2005, 03:07 PM
#17
Re: Tankwars
I have Worms3D, and it's a very cool game. But yes, you can't drill holes, although the engine should allow it, in theory. (It doesn't simply use a height map, anyway.)
All the buzzt
 CornedBee
"Writing specifications is like writing a novel. Writing code is like writing poetry."
- Anonymous, published by Raymond Chen
Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.
-
Aug 18th, 2005, 03:34 AM
#18
Re: Tankwars
I was thinking about this in my vecation....there should be nothing wrong in just storing the vertices for the walls in the hole, and not where you havn't drilled. That means that you will save a **** load of memory...
- ØØ -
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|