These are some shots from Clusterbal - Mobile edition that we (Reinier van
Vliet & Jacco Bikker) developed over the last couple of months at Overloaded. In this game, players
score by picking up balls from tracks and delivering these to a goal. More
information on the original game can be found at www.clusterball.com.
Clusterbal - Mobile edition was designed to run on the Nokia N-Gage and
compatible devices (all series 60 devices, such as the 7650, 3650, 6600
etc.). These devices use a 102Mhz ARM processor, a 176x208 12bit color
display and 4Mb of RAM.
For the mobile version we extended the 3D engine that we used for the N-Gage
port of Xyanide (www.overloaded.com/xyanide, pc emulated demo download
available) to handle landscapes, distance fog and some physics. Some tech
The landscape consists of 8K triangles. Other scenery add about
1K triangles to this figure.
The landscape is 'textured' using a 1D texture: Basically we're
gouraud shading using a palette.
The fog uses several versions of the palette. Shading of objects
is also done using multiple versions of the palette.
The entire 3D engine is coded using fixed point math.
Average frame rate is 20fps (thanks to some ARM asm by Reinier).
The entire game fits in a 298K installer.
The game supports multiplayer gaming over bluetooth, or solo play
against 4 artificial opponents.
Since this was our last Symbian project (at least for a while) I would like
to say 'hello' and 'thanks!' to the Overloaded team: Our testers (Dannis,
Arjan), coders (Ferry, Gert, Johan, Michael, Reinier), artists (Zopfi,
Edouoard, Dan, C. Ninja), backoffice, management and 'various'. :-)