Not logged in, Join Here! or Log In Below:  
News Articles Search    

Submitted by Rye Terrell, posted on August 12, 2001

Image Description, by Rye Terrell

This is a screenshot of a game I have been working on for a little bit. I put it together with DX 8.0 and VC++ 6.0 while soldiering in Bosnia for four months. I was working on a laptop at the time, and needless to say, was lucky if I could pull 30 fps out of it.

When I got back home though and tried it out on my 600mhz PIII with a voodoo 5 card, it fairly screamed. I haven't done an fps check on it since I got back, but I had to lock it down to 30 fps to keep the game playable.

Anyways the object of the game is to avoid getting crushed by the blocks. Cursor keys move you around, while spacebar makes you jump.

I'm pretty sure I'm going to give up on this game - the eye candy isn't SO bad I guess, but I find it monumentally boring.

I'll put the game up on my website so you guys can download it and end it's life with your critiques. ;)

Should be a pretty short download, like 2.5 megs.

Oh, and before I forget, the music and textures are not mine. I just downloaded them and plugged 'em in. ;)


Rye Terrell

Image of the Day Gallery


Message Center / Reader Comments: ( To Participate in the Discussion, Join the Community )
Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

August 12, 2001, 04:25 PM

you where a soldier in bosnia and had nothing bether to do than coding..

why not..;)

it looks so far so nice, i mean, for coding on a laptop. heh, its a game running on low-end hardware.. not much of them here in, mostly huge terrainengines with 50fps on athlon1.2gig with gf3 ( my soon pc, yeah! ;) )

Jeff Quesnelle

August 12, 2001, 05:02 PM

Whoa, so THAT's what really goes on in the army...


August 12, 2001, 06:00 PM

You bet that's what they do in the army! :)
What's the matter, been watching too much 'Pearl Harbor' latly?

btw (re: image), excellent pic, nothing too special, but a fair project (not many people finish those around here). I don't know if I'll get around to downloading it, but if I do I'll post my stats/any problems.



August 12, 2001, 06:08 PM

glad to see they don't make terrain engines in the army :)


August 12, 2001, 06:18 PM

After playing the game I can say that is quite funny to play the game.
It would be very interesting to include some kind of freelock view combinet with the mode of view number 1:

-for example, letting to move the camera in a freelock way when keeping pressed some key and returning to the current mode when releasing it. (I couldn't find myself sometimes in the game because of the views 2 and 3; and is quite difficult to see the coming cubes in view number 1).

keep the good job...

Happy coding...


August 12, 2001, 06:23 PM

......with 50fps on athlon1.2gig with gf3 ( my soon pc, yeah! )
HAHA, I already have this machine

Jan Niestadt

August 12, 2001, 06:30 PM

Nice game, and I like your choice of music!


August 12, 2001, 06:40 PM

Instead of basing your game on frames, and thus being forced to lock it down, why don't you base your game on time intervals, and let your fps run wild? That way, the higher end computers get smoother action, plus they can look at their 300 fps and grin, while the lower end people can still play.

Jeff Quesnelle

August 12, 2001, 07:39 PM

Textures were messed up and crashed for me, and annoying BUG dialog box, but nice effort...


August 12, 2001, 08:41 PM

1) Blue screen
2) Blue screen
3) Yellow screen
4) Moving screen
5) Enter key
6) MessageBox(NULL,"Error","Bug",MB_OK)
7) Task Manager
8) Applications
9) Dodge Block 2
10) End Task
11) Happy life again


August 12, 2001, 08:43 PM

Woohoo! My first post ever!

Anyway, nice game! All it needs is some terrain and a raytracer.


August 12, 2001, 08:49 PM

Raytracing is not for real-time games, my dear


August 12, 2001, 09:01 PM

I played it. It is pretty fun, at least for the first 5 levels or so. After that it got monotomous (as you saw). After dying a few times, I got the hang of it and beat levels up until 7 whereby I then quit. What your game needs is something new as the levels progress... not sure what that would be though. And different puzzles. My strategy was always the same. Get as high up as I could, and look for the one opening that the huge fall of bricks at the top has. Also pick up those arrows as they seem to make me jump higher and move faster.


August 12, 2001, 10:28 PM

Good God, Mr. Baxton made a comment that actually made sense...


August 13, 2001, 12:02 AM

I bet his dad could beat up your dad.


August 13, 2001, 03:44 AM

It doesn't make sense. Realtime raytracer would be cool, maybe it sounds just bit too futuristic idea for now, but I guess we'll see those soon as someone finds out fine algorithm to do that faster. It will be state of the art technology and we guys should follow the edge. So mr. Baxton, earth is still flat?

ps. About the pic, it looks very nice, I'll download the game right away and give a try. What kind of laptop you got?


August 13, 2001, 07:12 AM

Your all forgetting Wolfenstein 3D.

Nobody mentioned 3D raytracing :)


Peter Mackay

August 13, 2001, 07:14 AM

I dunno, maybe a real-time raytraced tetris is possible.

There are folks working on real-time raytracing.

- Pete


August 13, 2001, 07:30 AM

i still dont get what you need those megahurtz for...


August 13, 2001, 08:27 AM

You should see Heaven 7 / Exceed if you haven't already.


August 13, 2001, 08:51 AM

Correct me if I'm wrong here, but aren't many collision detection routines based on raytracing? Mine are. And what about dynamic lightmapping? (I read a post here on flipCode somewhere...) And Oni's frustum culling was a hefty raycaster...


August 13, 2001, 08:57 AM

Yes, realtime raytracer would be cool, and not every raytracer is raytracer.
"but I guess we'll see those soon as someone finds out fine algorithm to do that faster." - it will be not raytracer...

Alghoritm of raytracing is slow because its principles, and will always remain.

Out today state of art technology will not allow GOOD real time raytracing, at least on "usual" todays computers.
U can try supercomputer for that, and I believe that u can get better results...
So follow the edge.

And yes, your brain is still flat


August 13, 2001, 08:57 AM

yups, realtime raytracing has been done for ages now... but not in games yet... as means of graphicscalculation that is.

Raycasting is used in everything, from collision/line-of-sight routines to raycasting engines like wolfenstein...

but I think I'd be able to write a realtime raytraced tetris without too much trouble.

'Realtime' is a weird concept though; for interactive visualizations/simulations uni-people consider 1 fps already as realtime...

Furthermore- realtime on *what* ? I could make a realtime raytraced tetris that would be realtime on my Athlon 1.2Ghz, but not on my old 8086 7.99Mhz Turbo-XT...


August 13, 2001, 09:25 AM

I still program on my P2 400 / Voodoo2... I'm a loser...


August 13, 2001, 09:27 AM

Somebody should make a realtime raytraced snooker game! Todays hardware is fast enough to do that... (Just a few spheres and planes, and a cone for the cue, and you're done)

Allthough I'm not claiming I could do it. Besides, I'm bussy working on other projects :)


August 13, 2001, 09:47 AM

Yeah, my PII 300 is state-of-the-art man :P

Anyway, I'm dying to get a PIII. I absolutely love SSE instructions, but I can only play with it on my brother's PC. Unfortunately he's too busy wasting the integer pipelines by running stupid programs ;(

You don't need a lot of Mhz, you need a lot of powerfull instructions that take only one clock cycle and can be executed in parallel on 256 pipelines and even more registers ;) Intel's Itanium is a start...


August 13, 2001, 10:43 AM

What is more funny is that Mr. Sarcasm didn't catch the sarcasm...


August 13, 2001, 10:47 AM

Heh, I still program on my celeron 400 with crappy tnt2.


August 13, 2001, 11:23 AM

PII 400, Voodoo2. Rhawks :D


August 13, 2001, 12:12 PM

I code on an abacus.

This thread contains 41 messages.
First Previous ( To view more messages, select a page: 0 1 ... out of 1) Next Last
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.