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DJ
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quote: Originally posted by vovansim
Well, I think as far as something as 'onesided', if you will, as a graphical engine goes, you are right, one does not need a lot of programmers. However, in a complete game, there are a lot of diverse aspects of programming. Can you, for instance, also program Artificial Intelligence for a strategy game, and programming the connectivity classes for multiplayer? I wouldn't expect you to, though if you could, I am sure you would be able to make tons of money.
The screenshots looks pretty nice, BTW. If that thing is also fast, I am sure one could make a pretty cool game with that |
you're right, for a full-blown game you'd need a few programmers, just not too many, especially in one area alone (look at civ3, only 6 programmers-- unless i counted wrong hehe). to answer your question about AI, yea, I'm the person programming the AI as well And the terrain is Very Fast, I did a morrowind approach where I used a quadtree and fog for culling (kinda cheap but it works). As far as multiplayer, we've discussed not to include the classes for it, although it would be no problem for me to write up some winsock2 classes for it, I just don't have a good strategy on plans for usage of one in the engine. Right now I'm making the map editor tool and some more tools for dialog and stuff. This is just for the engine itself, not actually a the game, that'll come once the engine is complete of course... can't make a game with a half-baked engine 
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Vultur
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Milan
Jun 2000 time: 06:24
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quote: Originally posted by DJ
Right now I'm making the map editor tool and some more tools for dialog and stuff. This is just for the engine itself, not actually a the game, that'll come once the engine is complete of course... can't make a game with a half-baked engine |
You're welcome between the coders...
but sorry, a map editor tool has been coded some time ago (by me )
Now I'm coding version 0.5.1; for now it's a beta, because of two reasons:
1.It is more simple include different aspect of the game step-by-step and see them running with a fast and stable code, rather than run the whole program to see it crash 100 times...
2.Many aspect of the game must be carefully designed, so it's soon to include it in the editing tool.
If you desire to contribute actively to the coding I suggest you to read those thread:
Map Builder v0.4.3 , that contains the last stable version released.
Weather Design, that contains things that must be designed and coded.
Map Builder: Overlays Screenshot, that contains the last reported progress of the project.
Please submit any idea/comment/suggestion
NOTE: I've had no time to report last updates, like the possibility to have TrueType Fonts and/or BMP Fonts drawn by us. 
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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Sorry for resurrecting the stale thread, but I've already spoiled "need some graphics..." with my mindless renderings, so at least it won't hurt...
First of all, here is the unit in .3ds format; please inform me about success/horror stories about reading/rendering it, so I may change/tweak my modeller export options (or event trash it and choice another).
Attachment: ifv.zip
This has been downloaded 4 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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Here is another dumb splash screen/logo/trash can item:
Attachment: nebula5.jpeg
This has been downloaded 57 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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And another:
Attachment: explosion2.jpeg
This has been downloaded 61 time(s).
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Disparat
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East Coast, USA
Nov 2002 time: 05:24
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Hey, I'm doing the webdesign and I think this here is what I'll use for the header. Suggestions? Comments?
Attachment: header3.jpg
This has been downloaded 42 time(s).
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