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Submitted by Ian Snyder, posted on January 21, 2005

Image Description, by Ian Snyder

Red: Space Trucker was developed using the OpenGL, OpenAL, and ogg vorbis libraries in C/C++.

Our game is designed to run on pretty much any computer with a graphics card that supports OpenGL 1.1.

Red is all in 3d (except the backgrounds) with a fixed top-down view. We make heavy use of particle systems to add a variety of effects to the game, as well as randomly generating the levels as you play, which allows for an endless number of levels or playtime. All the rendering is done about as fast as can be managed under opengl 1.1, mostly sorting by state and draw order combined with display lists. For most computers, the limiting factor will be fill rate, due to the particle systems and blending done on some models. The game will try to dynamically adjust the density and duration of these when framerate is suffering.

The backgrounds and planets were generated using combinations of perlin noise and other functions. We can generate quite a variety of backdrops and planets, and 99% of them look good enough for use in game. We decided to generate the backdrops in advance because the time required to create them on slower computers would probably be a bit long (10 seconds or so per backdrop). It could easily be done by generating them after installing the game, but we wanted to avoid introducing any delays between getting the game and being able to play.

Thank you for your time and consideration!

Ian Snyder

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Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

January 21, 2005, 01:52 PM

Very impressive!
BTW, very nive particles. How fast does the game run on an avarage computer? By avarage, i mean around 1.5GHz CPU frequency, and 256Mb ram. Card being something like geForce 2 or higher?
(btw, its not my rig =) )

Thanks, and once again, very nice graphix.



January 21, 2005, 08:30 PM

Well, it depends entirely on how much action there is on the screen and the resolution, in the two screenshots above it would probably run at around 300fps at 800x600 on the system you mentioned, while for more complex scenes (later in the game, when the entire screen can be covered many times over with debris, enemies, or particles) it would probably slow down to about 40 fps normally, but the game is designed so that the further the framerate drops below about 90, the less duration and density the effects will have. This helps to keep the game playable on most systems even in the most complex parts of the game. I've found that even on cards that don't have much fill rate, like an older tnt 2 or a rage pro 128 (something like that on my laptop), the game will find a pretty stable framerate to run at (above 30 fps usually).


January 21, 2005, 08:40 PM

How do you play the game? It looks rather like Asteroids, though I'm sure it's more complex than that =)


January 21, 2005, 09:36 PM

You play using the mouse to control what you will shoot at (a cursor) and the keyboard to control movement. You can't see any of the HUD in the seems to get cut out when doing the screen capture...but there's a health meter, progress bar, score, time, and bomb count indicator. You can either blow stuff up with your main weapon, run it over (this hurts some though), or blow everything up using your massive fart bombs :)
The game works in either a surival mode, where there are no levels and it just gets faster and has more enemies over time, or in level mode, where the action starts off slow and builds up towards the end of each level. You can also play as one of two characters, the difference between the two is both visual and in how the main weapon works. Depending on the difficulty setting, you are basically being swarmed by enemies and you are trying to last as long as possible. There are powerups to help you, like a weapon powerup, a health powerup (pork rinds), and a moonshine powerup, which slows down time for your enemies but has adverse affects on how you perceive the game.

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