flipcode News Archives for 1999
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Happy New Year! |
07:32 PM |
Discuss This! |
Not only do I wish you all a Happy New Year/Century, but I've also got to wish flipCode a Hap Hap Happy Birthday :). Sit back and relax if you will... its time for a little story. One year ago, just after midnight on New Year's Eve, flipCode went live. It started out as a small web project for which I rented some web space at about 5$ a month. I saw a great need at the time for a game development NEWS site and general information source, so I figured why not give it a go? Soon after the first batch of news, tutorials, and columns (including Jacco Bikker's now classic Portal Engine Column) went online, we received quite a bit of very positive feedback from you guys. Feedback and support that helped keep the site going and growing over the past year more than I ever would've guessed. For that I, we, thank you all. flipCode isn't perfect (yet ;), but its still going strong and with your continued support will only get better in the years to come.
Anyway, Happy New Year to all, and thanks to everyone who supports flipCode and what we're trying to do here. Extra special thanks to all of the writers, contributers, and affiliates who've made this site visit-worthy!
- Kurt Miller
PS - Just for kicks, a while back I posted an Image Of The Day which depicts the rough evolution of flipCode from its pre-launch to its current state.
UT Linux Source Notes |
05:21 AM |
Discuss This! |
Noticed over on Blue's News that Brandon Reinhart posted a bit more about the upcoming Unreal Tournament open source portions for Linux. Here's a taste:
"
Anything Epic releases to open source becomes free software. We won't "sell" the Linux port just as you are not allowed to "sell" a derivative.
Once I get everything together (tomorrow probably, Tim is here but I'm pretty tired) I'll upload a simple tarball release so people can start playing
around. Then I'll work on learning rcs and get that set up.
"
The Daily Flip |
Discuss This! |
tasty links:
Geeks Get Their Day in Court Skies Will Be Nearly Empty On New Year's Eve Java Branding Fees Sparks Free-For-All NASA’s Comet-Catcher Spacecraft Trims Course To Ready For Flyby In 2004 Atomic Clocks Will Strike Midnight On New Year's Day
Gizmo3D 0.95 |
08:44 PM |
Discuss This! |
Gizmo3D version 0.95 was released earlier this month, but I just found out about it and thought some of you might be interested. Gizmo is (according to the web site) a "high performance 3D scene graph and effect visualization toolkit for Linux, Win32, and IRIX". Here's the buzz on the latest release:
" Version 0.95 is here with new features like reflective recursive mirrors, portals, refractions, magnifiers , multipass textures etc. We have also improved the IRMA CAT technique even further... "
Details and downloads are available here. They're also looking for people interested in helping out with demos.Ask The Devs |
06:31 PM |
Discuss This! |
The folks over at Exxtreme3D have posted a new feature called Ask The Devs. As the name implies, its a place where you can send your questions to professional developers. So far they've got developers (writers) for the column from Electronic Arts, Shiny, and Massive Entertainment.
Web 3D Technologies |
06:16 PM |
Discuss This! |
CNET posted an article entitled Web 3D: Back To The Drawing Board, which is about various attempts at 3D web technologies.
The OpenGL Challenge |
03:16 AM |
Discuss This! |
A smack of cool new entries are online, and the Y2000 (couldn't be Y2K 'cause we're not at year 2048 yet, and millenium is next year) challenge is under way. This week is "no theme week" ! Yay!
So, jump on over to The OpenGL Challenge and check it out. :)
Lame Game Challenge |
02:25 AM |
Discuss This! |
The Lame Game Challenge has been updated with six new entries. Swing by, check them out, and leave your comments/ratings right over here.
Message Center Upgraded |
01:02 AM |
Discuss This! |
The Message Center here on flipCode, an excellent place for you to interact with other developers, has been upgraded yet again with the latest version of DCForum. All of the threads, accounts, and messages since DCForum was installed were carried over to the new version. The new software has some great features. Stop by the forums and participate!
The Daily Flip |
Discuss This! |
tasty links:
"How To Learn 3D Programming" Trying to Avoid the Glitches Orbital Wins Big Open NASA Contract DVD Industry Group Sues Over Copying Program Analysts Downplay Y2K Threat
3D Engines Article |
06:35 PM |
Discuss This! |
The folks over at Voodoo Extreme posted the second part to an article entitled "Behind the Scenes: 3D Engines", which explains a bit about the general math and techniques behind 3D game engines.
2D Glow Effect |
06:28 PM |
Discuss This! |
The Fountain Of Knowledge has been updated with a response to the following question on how to achieve 2D glow effects:
" I have seen the 2D effect of "Glow" in many places but I do not understand how to achieve this effect. In particular I would like to have the particles in a particle engine "glow" as they are emitted from a ships engine. Is there a trick or a formula to this or do you simply create the appropriate bitmaps in your favorite graphics package and display them in sequence? "
Swing over to the Fountain for Geoff Howland's response.UT Linux Source News |
03:00 PM |
Discuss This! |
Noticed on Blue's News that Epic's Brandon Reinhart made an update to his .plan file about the Linux Unreal Tournament source code portions that he mentioned would be open sourced a while back. Here's a clip from the update:
"
I'm back from visting relatives and I've been rolling on the
Linux open source stuff. I've got my project approved with
Source Forge. Once I get everything set up, I'll announce
the URL but I'm sure the sneaky will be able to find the page.
I've chosen the Artistic License. I feel that it allows mod
developers a lot of freedom with the open code, while not putting
Epic into any weird positions with the undisclosed part of the
engine.
"
NeuralBot Update |
02:57 AM |
Discuss This! |
Noticed on the Bot Epidemic that Ono-Sendai's NeuralBot site has been updated. NeuralBot is (according to its web site) "an automated Quake2 deathmatch opponent(bot) that uses an artificial neural network to control its actions and a genetic algorithm to train its neural network." The author posts interesting facts about its development as well as links. Here's a clip from his latest update:
" Well I've been messing around with diffusable gas-nets; I've coded in the system described in this paper over at the diffusable gas-nets home page, with a few small modifications. One of the cool things described in this paper is how every property of the net is defined in terms of neurons - there is no synapse/connection weight matrix. "
For more information about NeuralBot and neural networks in general, visit here.The Daily Flip |
Discuss This! |
tasty links:
Marooned In Five-Dimensional Space Dark Energy In Deep Space Burger King Recalling Pokemon Toys' Containers Egypt To Welcome Millennium With Pyramids Extravaganza
Lame Game Challenge |
10:45 PM |
Discuss This! |
The Lame Game Challenge has been updated with 3 new entries. Swing by and check them out here.
Graphics Hot-List |
04:22 PM |
Discuss This! |
Noticed a link to a web site that's updated weekly with graphics links: Computer Graphics Hot-list. The links are pretty well organized and there's even a Nikola Tesla link section, which in itself makes the site well worth a look :).
GameFrame Update |
04:16 PM |
Discuss This! |
The GameFrame web site has been updated and redesigned. GameFrame is a game programming library for Java coders. Here's the buzz from their site:
" GameFrame for Java is a simple game programming library that by abstracting the used engines in a way that allows some platforms to use native implementations (such as SVGALib on Linux, DirectX on Win32) that enhance the gamers experience somehow. An engine in this context means a class or collection of classes that offer some specific functionality for the programmer e.g. graphics engine offers graphics related functionality, sound engine offers sound related functionality. "
The Daily Flip |
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tasty links:
Time Names Einstein 'Person Of The Century' Chaos Reigns in Berlin Programmers Took Leap of Faith
New FMOD - 3.1 |
12:21 AM |
Discuss This! |
Brett Paterson sent word that a new version (3.1) of FMOD has been released. FMOD is a ditigal sound/music system for Windows. Here's a clip from their website on version 3.1:
" A new version of FMOD is here..(3.1) As FMOD 3.0 was an initial release, this version is mainly cleanups, small additions requested by users and bugfixes after being tested on so many weird and wacky machines. "
Lame Game Challenge |
12:16 AM |
Discuss This! |
The Lame Game Challenge, a funny little contest running here on flipCode which challenges you to create the lamest game possible, has been updated with 8 new entries from the past few weeks. I think its up to date now, so if you don't see your entry, haven't heard from me via e-mail, and think it should've been posted, please let me know. As for everyone else, get over here and check out the entries! Please leave your comments and scores for the lame-o-meter as well!
The Daily Flip |
Discuss This! |
Stop by the New Forums and start a thread or random conversation!
tasty links:
Aibo Fetches the Personal Robot New, Improved Hubble Returned To The Heavens
Orthogonal Illumination Maps |
11:52 AM |
Discuss This! |
Noticed a link over on CFXWeb to an updated version of an article on OpenGL.Org: Orthogonal Illumination Maps. Here's a description from the site:
" The Orthogonal Illumination Mapping (OIM) technique presented back in August has been extended to support multiple light light sources with ambient, diffuse, and specular terms. Local light source and viewer are now supported also. Two Win32 demo programs are available now (one using no extensions and one using GeForce extensions), and an OpenGL.org article describing the technique is in the works. "
Check out the updated article right over here.Pingus 0.3.0 |
04:40 AM |
Discuss This! |
There's a new version of Pingus available, a free (GPL) lemmings clone that makes use of ClanLib. Here's the buzz from their site:
" Pingus is a free Lemmings clone for Linux, a Windows port is also available, covered under the GPL. Pingus uses ClanLib, which should make it portable over a lot of operating, including Beos, BSD, Windows and some more. Pingus is developed under Linux and was never tested under one of the other OS's. If you want to get it working under some of the other mentioned operating systems, you have to get sources. It should be mainly just a recompile. "
The Daily Flip |
Discuss This! |
Happy Holidays and a Merry Christmas (to those who celebrate)!
tasty links:
NASA's 1999 Feats Presage Its Next Millennium The Hubble Space Telescope Upgrades Solar System Secrets Brought to Light in 1999 Solved At Last: Fundamental Problem Of Quantum Physics Navigating Without Starlight
Blitz DX7 Beta |
03:15 PM |
Discuss This! |
There's a new beta version of the Blitz Engine by Richard Turnbull available for download, now supporting DirectX 7. Here's a clip from the web site:
" I am releasing this beta version of the Direct X Blitz Engine to test for compatibility. The feature list is exactly the same as the OpenGL Version of the Blitz Engine (ie, Dynamic Shadowing, Curved Surfaces, Volumetric Fogging). Presently the demo will use the first hardware accelerator it finds in your system and will not use multitexturing or mip-mapping. "
Aftershock Engine |
03:11 PM |
Discuss This! |
Steve Taylor sent word that he's released version 0.1 of Aftershock, an OpenGL-based Q3A-esque rendering engine. Here's the buzz:
" I'm announcing the release of Aftershock version 0.1 -- an open source (GPL) OpenGL based Quake3Arena-like rendering engine for Linux/i386 and Windows. Aftershock reads map info directly from the Q3A .pk3 files. Features include shader support, multipass rendering (e.g. lightmaps), animations, curved surfaces, MD3 model drawing, and skybox drawing. Aftershock is also great for Q3A mod developers that want to learn more about file formats and game structure. "
Details and downloads are available from the Aftershock web site.The GTS Library |
05:22 AM |
Discuss This! |
Version 0.0.1 of the GTS (GNU Triangulated Surface) Library is now available. Here's the fuzz:
" GTS stands for the GNU Triangulated Surface Library. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles. The source code is available free of charge under the Free Software LGPL license. "
Surface Reconstruction |
05:11 AM |
Discuss This! |
The folks behind Reviver, a free surface reconstruction utility, are accepting applications for beta testers. Here's the buzz on the product from their site:
" It is a Provable Reconstructor being written in C/C++. It will be a Free Software and is being developed on Irix, Linux and NT concurrently. Compilers that are being used on these platforms are SGI MIPS CC/c, gnu g++/gcc and Microsoft's VC++ 6 Profess. edition respectively. The first release should run on all these platforms. "
New Davilex Shot |
04:54 AM |
Discuss This! |
Jacco Bikker sent along a new screenshot from the engine they're working on over at Davilex. Here's a mini-version (click for the full image), as well as the description:

"
Here's another shot from the engine, this time embedded in the garden
design application (a Delphi app). As you can see, our 'artists' have a bit
of trouble determining a realistic workload for the engine. :) This scene
was rendered in 6 seconds on a P166 with 32Mb of ram (no swapping, by
the way). It consists of 4000 alphakeyed trees... Every screenpixel is
drawn approximately 10 times (you can't even see the floor surface),
so that's a lot of alpha key tests and z-buffer tests... Luckily this scene
for some reason performs a lot better on a PII/266: About 1 fps. That's
not too shabby, IMO. :)
Anyway, cool thing about this shot is the integration of the engine with
a Delphi host application. Rendering to a window is something that is a
bit harder to do with a random 3D accelerator.
Also cool is the new 'billboard' polygon type that we implemented: As
you can see, our billboards do face the camera over the y-axis, but all
other axes are free. That results in realistically oriented trees at the
edges of the images.
Greets
Jacco & Jaap.
"
New Message Center |
04:50 AM |
Discuss This! |
The new flipCode Message Center is now fully online. The old forums are still online and viewable, but you can't post on them. Instead, just start a new discussion on the new boards. Check it out!
The Daily Flip |
Discuss This! |
tasty links:
Galileo Sees Dazzling Lava Fountain On Io Larger, Adjustable Computer Mouse Could Reduce Risk Of Wrist Injury Monkeying Around With Genes Dusting Off ExtraSolar Planets Discovery 'Mechanics' Complete Spacewalk No. 2 As Doomsday Eve Approaches Linux Pioneer Calls For Amazon Boycott
Adventure Maker |
08:28 PM |
Discuss This! |
Giovanni Albani sent word about a program called the Adventure Maker. On their web site you'll find more information about the program including screenshots and tutorials. Here's a clip from their site:
" This is the fastest and most powerful way to create your own first-person adventure games. In a few mouse clicks you can create interactive paths in the most strange places. You can easily import pictures from any source (drawing programs, digital cameras, scanners...) and use them as backgrounds for your worlds. You can add sounds, videos, timers, variables... You can create switches, enigmas, objects to be picked up, and much more.. and generate impressive adventure games, the quality of which will grow with your experience, reaching eventually the beauty of games as Myst or Riven. "
Another Quake Source Tutorial |
08:27 PM |
Discuss This! |
Topaz sent in a link to a Quake source tutorial page that he put up. Here's the link, and here's the description:
" I have set up a comprehensive Q1 source code tutorial for people who would like to compile the .s/.asm files in yesterday's release. I have also added the source code which makes Quake1 have the asynchronous frame interpolation, which is similar to Quake2's frame interpolation. "
New PECompact Beta |
05:27 PM |
Discuss This! |
PECompact 1.10 Beta 7 by Collake Software has been released. PECompact is a shareware utility that compresses win32 executables. Here's the buzz from their site:
" PECompact is a utility that compresses Windows 9x/NT4/w2k executables, while leaving them completely functional. PECompact compresses the code, data, selected resources, and import/export table of a win32 executable and optimizes its structure. It then installs a symbiote which decompresses the executable at run-time without any noticeable speed difference. Load time can actually be improved in some cases because less data is required to be retrieved from the disk or network. "
3D Engines List Again |
05:21 PM |
Discuss This! |
The 3D Engines List has been updated again with a few new entries.
Quarternion And The IGF |
05:18 PM |
Discuss This! |
Mason McCuskey of Spin Studios, who you may recognize as a writer for the Fountain Of Knowledge here on flipCode, sent word that his game Quaternion made it as a finalist in the GDC's Independent Games Festival! The first round winners can be found here. Congrats Mason!
Quake Source Tutorial |
05:13 PM |
Discuss This! |
Noticed on Blue's that Mike Tsao put up a page which explains how to get the Quake source code compiled. You can find it here.
New GTC Release - 0.5 |
12:58 PM |
Discuss This! |
Version 0.5 of the Game Programming Toolchest is now available, a collection of useful tools for game developers. The source code is available under the GNU LGPL.
Tech File Update |
03:49 AM |
Discuss This! |
Phil Carlisle updated his tech file here on flipCode with a bit of a rant on a few things going on in the gaming industry. Check out what he has to say right here.
Golden Gate Seeks Programmer |
03:36 AM |
Discuss This! |
The Golden Gate Game Company sent word that they're currently looking for an experienced programmer. Here's the information:
" The Golden Gate Game Company located in San Francisco, California is looking for a programmer with C++ and Direct 3D experience. Game industry experience is not necessary, but experience writing a program in Direct 3D is required. The project is a RPG for the Sega Dreamcast. Please contact jobs@gggc.com. "
The Daily Flip |
Discuss This! |
tasty links:
X-33 Linear Aerospike Engine Undergoes First Full-Power Test Battling the Free Music Movement Tritonus - JavaSound API Ames Researchers Confirm New Technique, Extra-Solar Planet Java Pioneer Sanga Goes Bankrupt Windows 2000 Driver Development Kit Supernova's Heart And Soul Seen Streaming Into Space Hiding Planets In Distant Dusty Doughnuts
Experimental Forums |
06:40 PM |
Discuss This! |
I'll soon be switching over the forum software here on flipCode to a new package (DCForum99) which sports tons of great features. The first run of the system is up and running right here, so please stop by and let me know what you think. The introductory post (which explains more about the forum software) can be read in the top forum.
3D Engines List Updated |
01:30 PM |
Discuss This! |
The infamous 3D Engines List has been updated with several new entries. The 3DEL is a nicely categorized site where you can find most of the latest 3D engines.
Nate's Programming Page |
07:37 AM |
Discuss This! |
Nate's programming page has moved to the following url: http://nate.scuzzy.net. There you'll find tutorials and source code related to OpenGL and various other programming topics. If you've yet to see his page, I'd say its definitely worth a look.
More On Quake Source |
07:26 AM |
Discuss This! |
Noticed a couple more links to Quake source code related pages from over on Telefragged. First there's the Quake Info Pool, where you'll find Quake news and the Quake source mailing list. Then there's the Quake Standards Group, a place which aims to assist with editing the Quake I source code. Its not fully operational yet but sounds like it may be a good source for your Quake coding needs. If you spot any others, be sure to send them in.
Hook On Transformations |
07:09 AM |
Discuss This! |
Voodoo Extreme's Ask Hook column has been updated with a response to a question on the problem of having transformations with several matrices (ie, for character animation) while trying to make use of hardware T&L. Here's a clip from the question:
"
Any good high detailed character animation requires its primitives to be transformed by different matrixes. I, for example, made a
system that uses up to 4 matrixes for one bone (interpolated by rotation), and Bézier surfaces for a human body. This works good -
every possible pose looks very natural.
Now the problem: OpenGL only supports 1 Matrix (2 in the case of NVidia's vertex weighting), so no hardware T&L is possible :-(
DirectX supports 4 Matrixes, which may be enough by using triangles and weighting, but I say: "triangles sucks!".
"
E-mersion Tools Programmer |
07:00 AM |
Discuss This! |
Willem H. de Boer, who is working on the E-mersion Project, sent word that they're looking for a new tools progammer to help out. Here's the buzz:
" We (guys from E-mersion Project) are looking for a tools-programmer. Because the project is unfunded, the person will not get paid, but will work with some very dedicated people who love what they're doing. More info can be found on www.connectii.net/emersion. "
Quake Source Repository |
06:57 AM |
Discuss This! |
There now exists a SourceForge project page for the recently released Quake source code. There you can communicate with others hacking around with the code, get the latest news on what's being done with it, and so on. Details can be found here.
Data In Executables |
03:41 AM |
Discuss This! |
The Fountain Of Knowledge has been updated with a response to the following question on embedding data in executables:
"
How does Future Crew, just like any demo group and game programmers embed data
into exe, making the only thing your run is an .exe. How they put music and graphic into
exe.
Okay , you can put *.bmp into exe using resources within Visual C++ 6.0 But how about
*.mod files or *.st3 files? And how to use it with procedure that requires a filename such
as LoadSong(CString szfilename) Does FILE is a handle to array of byte?
"
Free Textures |
01:23 AM |
Discuss This! |
Thanks to Max Mcguire who sent a link to freetextures.com, a place where (of course) you can find plenty of free high-quality textures for your gaming/map-making needs. Check out their site for more details on usage and available goods.
Q3 Game Code News |
12:56 AM |
Discuss This! |
John Carmack updated his .plan file with word that the Quake 3 game code is going to be delayed a bit. He also mentions the "Christmas present for the coders" mentioned in the news updated beneath this - the Quake I source code release. Here's a snippet:
" The Q3 game source code is getting pushed back a bit because we had to do some rearranging in the current codebase to facilitate the release, and we don't want to release in-progress code before the official binary point release. "
Viddy the full update for yourself right over here.Quake I Source Code |
12:49 AM |
Discuss This! |
id Software have made available the source code to the original Quake (and various modified versions) under the GPL. Here's a clip from the release information:
"
This is the complete source code for winquake, glquake, quakeworld, and
glquakeworld.
The projects have been tested with visual C++ 6.0, but masm is also required
to build the assembly language files. It is possible to change a #define and
build with only C code, but the software rendering versions lose almost half
its speed. The OpenGL versions will not be effected very much. The
gas2masm tool was created to allow us to use the same source for the dos,
linux, and windows versions, but I don't really recommend anyone mess
with the asm code.
The original dos version of Quake should also be buildable from these
sources, but we didn't bother trying.
The code is all licensed under the terms of the GPL (gnu public license).
You should read the entire license, but the gist of it is that you can do
anything you want with the code, including sell your new version. The catch
is that if you distribute new binary versions, you are required to make the
entire source code available for free to everyone.
"
Decay News |
07:03 PM |
Discuss This! |
Noticed over on VE that Insomnia Software updated their web site with the latest information on Decay, an upcoming game which looks to sport some pretty tasty technology. They announced their publisher as well as the fact that they won't be releasing much information about the game for a while. Get the details and check out 8 new screenshots here.
Davilex Engine Demo |
02:50 PM |
Discuss This! |
How excellent is that? Yesterday, Jacco Bikker sent along a screenshot of the engine that he and Jaap Suter are working on over at Davilex. Today there's a demo to check out. It shows off the features mentioned yesterday with the screenshot and on the message boards. Its software rendering, so it should work for most of you. After reading this disclaimer, download it here directly from flipCode: AustinDemo.zip (567k)!
The OpenGL Challenge |
02:47 PM |
Discuss This! |
Latest entries are in! Check out the latest goods here....
For those who don't know, the OpenGL Challenge is a place where programmers may go and try their hand at creating a nifty new visual effect. Since the best way to learn how to program is by learning off others, you have free access to all the challenger's entry source code. It's all in good fun too, so come check the coolest stuff on earth! :)
Tile Engine Editor |
08:52 AM |
Discuss This! |
The Fountain Of Knowledge has been updated with a response to the following question(s) on tile engines:
" I'm working on creating a CRPG tile based engine like the one used in Final Fantasy 3 (FF6j). So far, I have the tile structures and renderer *mostly* complete, but I'm still looking for ANY information regarding other problems I've been having:
Can anyone help??? " Slide over to the Fountain for Mason McCuskey's response.Creating a map editor!! One that handles tileset files and events. Getting started in creating script/event engine/editor Working up a good tileset file structure
Crystal Space To SourceForge |
08:39 AM |
Discuss This! |
The Crystal Space 3D engine site has been updated with word that they've completed their move to SourceForge, a free developer service (CVS, mailing lists, etc). There's also a new screenshot of Crystal Space available here.
The Daily Flip |
Discuss This! |
tasty links:
What Not To Do On New Year's Terra Spacecraft Lifts Off To Monitor Earth's Health The Latest MSDN Online NASA's Mars Losses Spark Anger And Opportunity Spacecraft Captures Rare Eruption On Jupiter's Moon Io
Importance Of School? |
09:09 PM |
Discuss This! |
Jaap Suter wrote an article here on flipCode entitled School: To Quit Or Not To Quit, which is essentially a collection of responses from various game developers about the importance of finishing school for people looking to enter the gaming industry. Some stress the need for a degree, while others not so much, but either way, there's quite a bit to read and hopefully learn from. Check it out here! If you've opinions, experiences, or comments, please post them here.
3D Palette Redesign |
08:04 PM |
Discuss This! |
The 3D Palette, a place to find information and resources on gaming art, has been completely redesigned. Check out the new look and content here.
Q3 Coding Primer |
05:24 AM |
Discuss This! |
Thanks to FrenZon who sent along a link to a Quake 3 Arena Resource site where they've posted an ANSI C primer for those of you who are upcoming mod-makers interested in brushing up a bit while waiting for the Q3 SDK. Here's the buzz from their site:
" Quake 3 Arena has yet to be released. Once the commercial release occurs the source code should follow hot on its heels. From this point the Quake 3 Arena coding will begin as will the updates to this portion of the site. Until then, familiarize yourself with ANSI C, the programming language used to code Quake 3 Arena. "
ClanBomber 0.99 |
05:03 AM |
Discuss This! |
There's a new version of ClanBomber, a free (GPL) ClanLib-based Bomberman clone. Here's the latest on the release from the ClanBomber web site:
"
We have released one of the last versions of the pre-1.00 series. Many things got fixed, and a few "it is a must for
1.00"-features have been added. Changes include:
- bugfixes for "open" levels (works finally)
- AI fixes
- level selection is now saved
- option for random player positions added (enabled by default)
- new and improved levels
- various other (minor) Changes (see ChangeLog)
"
Davilex Engine Shot |
12:45 AM |
Discuss This! |
Jacco Bikker sent along a new screenshot, the first in fact, from the new engine he's working on (with Jaap Suter) over at Davilex. Here's a mini-version (click for the full image), as well as the description:

" This is a shot from our 3D engine that we are developing here at Davilex, for a garden design application. Note that this is pure software rendering, running at approx. 10 fps on a P2/300 at 640x480x32. Jaap coded an awesome perspective corrected bilinear filtered shaded texturemapper that is barely slower than a plain perspective mapper. We're quite proud of this baby. "
Jacco and Jaap have both written various tutorials and tech files right here on flipCode. They've also contributed much to and supported the general flipCode community (ie, on the messageboards). Its great to see they're making so much progress on their engine. Keep it up!flipcode News Archives for 1999
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