I Wanna Make A FlatShaded 3D Polygonal World War II Flight Simulator

CaryMG
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Post: #61
akb825 Wrote:... at least you can still get the same "feel" along with some other modern enhancements, such as dynamic lighting, higher resolution etc. in place, and still make a cool game.
Good luck on getting your project going.
If all goes well, hopefully you'll be almost as satisfied with your final product as if you were able to make it work on System 6.
Thanks, akb!

It should be slightly more fulfilling ta see "Eagles Of Honor" running on an Apple eMac instead of a Macintosh SE/30 computer.

You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?


Later!
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Post: #62
CaryMG Wrote:You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?
No problem. Smile

I'm just a hobbyist. You can check out my hackings (from before I got Unity) on my website if you want to see what I've been up to. As you can see, I rather like stylised game visuals, which is why I paid attention to this thread in the first place. Wink

Neil Carter
Nether - Mac games and comic art
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CaryMG
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Post: #63
NCarter Wrote:You can check out my hackings (from before I got Unity) on my website if you want to see what I've been up to.

Your website -- "Nether" -- is very, very nice!


Later!
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Post: #64
diordna Wrote:Hehe, I hold the all-time high score for my school in a sidescroller for TI-83/84 called Phantom Star. A tad over 7,300. (And I still have a 97 math average Smile ) At one point, I was writing a text adventure for it.

Did you know they have snood for these things? Snood!

I got snood for mine. And I wrote a text adventure. Also, I meant 83 earlier, I always get the numbers mixed up Rasp.

Alex

Edit: Way off topic, sorry guys. Might as well add some advice: Use Google a lot!
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Post: #65
CaryMG Wrote:You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?
No. Every game I have released so far pretty much sucks, except Escort (and, in my opinion, the incomplete Whizbang).

I still say that this will end up one of two ways:
1. It will take freaking FOREVER
2. You will abandon the project within a few months (possibly one year)

My web site - Games, music, Python stuff
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Post: #66
CaryMG Wrote:You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?

I have my own dot com startup, you can find the links in my signature. Plus we are about 2 weeks away from releasing our next product.

Kyle Richter
DragonForged.com
Twitter: @kylerichter
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Post: #67
Hellcats Over the Pacific is so fun that years having completed all the missions I still play it from time to time on my Color Classic (16 Mhz, System 7.1). I would be happy to play anything similar -- even if it didn't run on old hardware. Good luck.

Chris Burkhardt
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Post: #68
CaryMG Wrote:Thanks, akb!

It should be slightly more fulfilling ta see "Eagles Of Honor" running on an Apple eMac instead of a Macintosh SE/30 computer.

You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?


Later!
Smile Smile Smile
Hopefully later. Wink I'm currently in College, and working on my own stuff at the moment. You can check out my first (and only, as of now) released program in my sig. Right now I'm working on a 3D app that will import models, add things such as shadow meshes (to make it easy to cast shadows), collision surfaces, and animations to models, and an API to use those models in future games I'll make. (this app and API will also be released for free so others can use it; I haven't decided yet whether it will be open source or not, but I'd say it's around 50/50 at this point) It may be a while, but you'll eventually see more stuff from me. Smile
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Sage
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Post: #69
CaryMG Wrote:You, diordna, kodex, NCarter & TomorrowPlusX've been a H U G E help!
Are you guys with any PC or Apple house I'd've heard of?

Not me -- I'm also a hobbyist; by day I work for a PR & Advertising agency in DC as a graphic designer. I got into all this when I was developing a framework for developing behavioral AI for robotics. I had a lot of fun writing the GL visuals ( up until that point my work was all low level, writing my own user-space device drivers and such for the hardware -- which I built myself ).

I don't think anybody here wants to be mean. We're just trying to be realistic. Consider, the machines you want to target probably don't even have an FPU. That means you'll have to do *all* your 3D math in bit-shifted integer for float approximation ( I did this for the simple 3D engine I wrote in college ). It's a PITA.

I *do* understand the old school demo scene. It's a respectable goal. But it's for people who already know 68k ASM so well they dream in it.
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Sage
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Post: #70
On my calculator I have programs I wrote to prime factorise, simplify surds, various quadratic factors, and numguess Wink
I also wrote a julia set generator (using zn-1 = sqrt(zn - c)) on my friends calculator.
I dont know how any of you can run games realtime though!

I really dont see how this would be so hard, i'm sure with some clever optimisations you could get a 3D engine running alright, using quickdraw 3d. Running on a 68k machine is really impractical at least a ppc is required, but the maths wont be difficult if you have a peice of paper and a pencil.
The programming side would be though, with no previous experience that is. Learning how to use assembly is definitly going to be of key importance. Look at the Wolf3D source code for some idea's on how that can be done and used.

With opengl and a decent G3 or better you could make a flat shaded flight sim in a day (24h contest anyone Grin), good maps and models and story (i.e. game assests) would take a bit longer, but there's a big difference between code that works and code that works well.
Maybe a start would be to write such a game, then developing for slower technology wouldn't be such a daunting task.

A good idea is to play older games to see optimisation techniques used, one very clever one I didnt notice for a while was in Firestorm Thunderhawk 2 for sega saturn. They draw the sky at the top then game's map in 2d on the ground at the midrange then the map in 3d at the bottom of the screen, so there's 3d detail near you but very few tri's are drawn.

I hope you aren't discouraged, because I would enjoy playing another flat shaded flight sim, but if you do write it an additional mac os x version would be a plus.

Sir, e^iπ + 1 = 0, hence God exists; reply!
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