Here's just a game idea - im not sure when i will have time to start implementing it....or if I ever will.
But if there is enough interest and enough time on my schedule....here it is:
Medieval Siege: - Lay siege on a castle and have catapults and stuff and blow the wall to bits.....digging under walls etc. - those things only voxlap can really support
And of course players run around with a sword trying not to chop their own head off if they aren't controlling catapults etc.
Edit: BTW, since the characters can be voxel...would it be easy to dismember them, Ken? :D.....Of course it can't be too gory though :) but it could be nice.
The only way I can think polys can do (digging & blowing) is you ahve predefined areas that 'disappear' - with some fancy effect.
Well sounds cool and may look cool when done but it still awaits to be implemented.
I'll think more about it .....anyone like this idea?
Ralph
Frobozz at
Ever play Scorched Earth? How about redoing it using Voxlap? Although it's already been redone for OpenGL. :wink:
Actually you can do more with polygons then you are thinking. It just takes some extra programming to have the engine automatically cut away sections and weld the open polygons together.
Raedwulf at
Aye I know you can do that with polygons...but not to the neatest detail that voxlap can provide. Scorched earth....heard about it ...is it some tank game but I've never played it. Ill check it out.
Raedwulf at
Wow...a unpopular idea i guess :)
Frobozz at
Oh I'm sure it is probably a good idea. Its just that there are few coders using Voxlap.
I'll probably have it compiling either by the end of today or sometime tomorrow. At the moment I'm downloading the Windows Platform SDK. All four hundred megabytes of it! I've already got an IDE installed (CodeBlock - awesome thing - supports every compiler I've ever heard of) and VC++ Toolkit. ;)
Now will come the fun of figuring out how to set up a project to compile Voxlap. Too bad Ken doesn't seem to offer the precompiled library anymore.
Raedwulf at
I got it almost compiling with vc6 but I need to get the processor pack i think.
2 errors so I think it is almost there :)
I'll try and get it compiled as well :)
I don't actually program in C/ C++ but i know asm and vb :P
Im trying to make learn c++ by doing some project or other - this could be the project :)
Raedwulf at
I tried using msvc 2005 express beta - it built with simple.c but it crashed at run time. I'll try with game.c.
Raedwulf Guest at
It works :) - so just get msvc 2005 express beta or msvc 2003 toolkit :D
Frobozz at
I got it to compile on my old Visual Studio .NET 2002 Professional kit. I'm not sure at this point if I'll bother upgrading to 2005 when it is released. Chances are I will because the $300 price for the standard edition is pretty cheap and it does come with five languages for that price. :wink:
Concerning that game, are you going to take a shot at coding it? I wouldn't mind trying something, but my modelling skills are terrible. :cry:
Raedwulf at
Im not brilliant at modelling too but the voxel modeller (slab6) is a lot different from a poly modeller. I've tried a little but found colouring very difficult...maybe because i haven't found the right keys yet :P
I've recompiled the code to use stdcall so i can make a dll to work with vb or c( I like vb :P)
But a weird thing happened :) - it works fine at 640x480 fullscreen but at any other resolutions & window all the objects rotate e.g. doors, monsters.
Another problem i have is none of the sounds work once recompiled in both cdecl and stdcall versions.
Edited at
Dune at
Well it sounds like a great idea to do an RTS, since the landscape, vehicles are far away. I am not sure how much people are into stuff if you can't zoom in anymore. I don't have my pulse on the current market.
Raedwulf at
Hmm not sure about a RTS - perhaps it would work. Buildings and terrain having holes blown into them etc. And voxlap does give a fairly consistent FPS so yeah - a good idea.
I'll think about it.
Raedwulf at
I'm making a small beginning -
-I've compiled voxlap into a stdcall dll.
-I've done some brief testing to see that it works from vb6. (No display yet just ran initvoxlap and managed to get it to write to the vx5 structure and read it from vb6 prog)
-I've jsut made all the dll imports for vb6
-started building a ddraw7 framework for vb6
Hopefully in the next few days I'll find time to reproduce simple.c in vb6.
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Why am I using visual basic 6?.......- well I'm only starting to learn c/c++. But I will probably use mixed-languages for any game project - mixture of c/vb/asm.
EDIT: I've implemented it in vb6 but unfortunately it doesn't work.....somehow the dll causes an endless loop in opticast? No idea I'll have to investigate further.
Dune at
Did you fix that? I saw in another thread you did but there were other problems. Well if you can get it into vb6, no assembly code?