These screenshots are taken from the game "De profundis" I just started 6 months
ago. It is supposed to end as an action adventure simulator where the player
takes the role of a submarine pilot in an underwater universe.
It's a kind of "Elite" under the sea : do commerce and make profit, or be a
pirate and steal (but in this case, watch the patrols). Upgrade your hull,
equipment, weapons, and engage in non-linear random adventure.
A demo is available at http://people.ne.mediaone.net/olivier-zegdoun
Some technical highlight:
OpenGL for the graphics, DirectSound (did you hear a whale ?) and DirectInput
(with universal device mapping configurator available)
Brute force terrain algorithm with frustum culling (quicker and nicer than ROAM
or CLOD on my GeForce3 so I stopped trying)
"Infinite" terrain : the relief is repeating every 4096x4096 tiles, but not the
true 6 DOF flight model (I use quaternions to avoid the "Gimbal Lock" problem
relative to Euler angles) : looping available ! (you better have a Joystick
here) and nice HUD
Fast sphere-tri collision detection with tri-tri detection when necessary
Particule system (explosion, torpedoes trail)
This should be considered as a pre-alpha version since there is nothing exciting
to do yet except feeling the ambiance, shooting some torpedoes, and going back
to the base for reloading...