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RandomChaos

February 2008 - Posts

  • Warheads3D - Test I

    In this video I was testing my WarheadLauncher class used to fire warheads at your opponents, as well as the new chase camera logic derived from my SimplePhysics library. There are also the basics of what I hope to be used defined warheads, in the clip the variance is in drive systems, a combustion drive and an Ion drive. I intend to have warheads that have different fuel, drive payload and deployment types. So you could have a chemically powered combustion drive with a multiple warhead deploying 5 nukes..... etc..

    http://www.youtube.com/v/yA_sNXtfGJc <p><a href="http://www.youtube.com/v/yA_sNXtfGJc">http://www.youtube.com/v/yA_sNXtfGJc</a></p>

  • Warheads3D - Progress

    I have just put up a video showing my physics engine and scaled 3D particle system that I will be using and building on in Warheads3D.

    In the video you can see an orbiting earth with a moon orbiting it, there are 3 warheads sent after the planet. I have not given the warheads any velocity, just dropped them out there and let the planets gravity pull them onto target trailing smoke as they go.

    I am planing on releasing the source to my SimplePhysics system. It is based on what I have gained from a wonderful book I got over Christmas called Game Physics Engine Development By Ian Millington. You can have a look at my Google Library and see the books I have read and intend to read here, all games dev related.

    The particle system is ALMOST identical to the one I posted here, but I found the odd issue or two with it and have ironed out those bugs here, as you can see in the Video, the scaled particles are also sized per particle, so have enhanced it a bit too.

    http://www.youtube.com/v/qo9wGax-ggo <p><a href="http://www.youtube.com/v/qo9wGax-ggo">http://www.youtube.com/v/qo9wGax-ggo</a></p>

    As ever comments are welcome.

  • Warheads3D - The Start

     

    This is a game I a currently writing called Warheads3D, it is in the early stages in this vid, but I think is shows my GSM off quite well as well as my UDP/Socket Server/Client samples. In this game the networking is in a separate thread to the GSM.

    Take a look at the vid here.

    The vid is in 2 parts, the first shows all the menu currently written and some of the new effects in the GSM, the second part shows the game acting as a client subscribing to a web service so that game servers for this game can be visible to the client, the servers come on line one by one, some change state from accepting players to in game, and then some dropp off as they close down. The project so far can connect to the servers too, but as the game is not yet written I didnt think this would make for interesting footage, not that this does really, but it gives you an idea of what will be in the Beta of the GSM.

    All the features you see in the menu system here will be available in the full release of the Game State Manager. If you want to take a look at the alpha then you can get a copy from my last post here

    If you want a copy of the networking sample I am using in this vid you can get that here too.