This is a screenshot from the game "Roketz3D" that was created by me
and a friend as our contribution to the 3D game coding competition in
the course "Advanced Computer Graphics" at Chalmers University of
Technology. It was an experiment and it's not even remotely close to
being a finished game (but it did win the competition :)
The game is supposed to be a 3D version of the good old gravity/thrust
based games which have been around more or less since the birth of
home computers. The name comes from the Amiga game Roketz, which I
enjoyed alot when I was younger.
When it comes to the controls, going from two to three dimensions adds
quite a bit of complexity. We have tried to come up with a reasonable
control system, but the result is... hmmm, less than intuitive. To be
honest, it's more or less unplayable for newbie pilots, and something
should definitively be done about it. After hours of practice though,
it's possible to fly pretty well, and the feeling is quite nice. And
after all, who said flying a rocket should be easy? :)
Descent3 D3L level file loader.
Wavefront OBJ loader.
Bounding sphere frustum culling.
Static world lighting by lightmaps.
Axis aligned BSP tree for collision detection and lighting.
Dynamic world lighting.
Collision detection and response.
Advanced camera movement.
Dynamic cube mapping.
Definitively nothing fancy by todays standards... But it all came together
quite nicely in the end.
A bit more information is available on the project webpage: