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Submitted by Maxime Bizon, posted on February 21, 2001




Image Description, by Maxime Bizon



This is a screenshot of my school project, an opengl 3D game that looks like Super Mario 64 from Nintendo.

Technically, I use a BSP only for collision detection with the world and a sphere/sphere collision between the moving object. As there are not many faces (around 1500 by scene) I don't use any clipping algorithm, I just send all the faces and that's pretty fast even on my tnt. The object are simple mesh (3ds) or animated mesh (own format) using interpolation (like MD2). I use directx for sounds, musics, and input.

As you can see I've managed to rip the original textures and even the meshes from the Rom :) so the first level is exactly the same as in the original game, and the mario mesh also (excepted the face which is my teacher's one jsut for fun :)

Only one bad thing, the physics sucks and the collision detection are still not working quite well but I'll try to improve that. You can download the game at http://www.sk64.fr.st/final.zip and if you can read french I also explain everything about the developpement.on the website.

Maxime


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
deadsoul

February 22, 2001, 02:29 PM

Well i didn't mean to be disrespectfull and i didn't mean to insult him by saying those things , I just expressed my opinion if that bothers you then tough really ?
As to wether i could do any better i have 13 yrs profesional experience in the games industry as a programmer and have worked on some very well known games so i guess i can :) ..
but this is not a competition is it ?
I merely expressed my point, Sorry

- Deadsoul




 
YYRaVeNYY

February 23, 2001, 05:58 PM

Perhaps I am wrong, but I believe now that nintendo also doesn't use any clipping algorhythm. Is that right? How else would it be possible to get the data for the whole first level by using this method?

 
Maxime Bizon

February 23, 2001, 10:56 PM

I have studied the game in wireframe emulation and its not really true :)

In fact, it depends of the kind of level :
- for external level like the castle they do not use anything, and its pretty normal since you can see nearly all the level from a lot of place so it would be a lost of speed to run a clipping algorithm
- for internal level (like inside the castle) they do, when the doors are closed everything behind them is not drawn

remember that it was one of the first 3d game of that kind, and I'm still impressed of the quality of the gameplay that I didn't manage to copy at 10% :) !

Studying game like zelda 64 would be even more interesting I think (specially the "filters" that make the main level so beautiful and realistic)

 
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