General > Discussion
air interceptions
captbbq:
d@mm!t, I just wrote a long post, which timed-out my cookie, causing me to log in again and thus loose everything I wrote. (not the first time here)
basically:
Dude:
- 8 ships on each side is no prob, will be fun,
- easy to code multiple ships launching
- tech tree hardest things, limited modelling for weapons on ships (can be invisible)
inquisiteur2:
- make it they will come
- I'm used to wasting my time(I'm writing this arent I?)
- easy to say no to a post on a forum
BUT
- also easy to say yes to a working demonstration
lets build it and see if its good
maw:
wouldn't it be just as easy in C++ to scarf some open source dog-fight code, and do a real time dog fight at interception?
as you point out, doesn't have to be fancy. just have some sort of ability to do some low poly 3d alien ships, then have a screen with crosshairs, maybe simulating a jet tracking, choice of buttons to activate weapons, etc.
could start simple, with a space bcakground... then if you want to get complicated, do a low-res ground for low-level combat.
or make a deal with someone LIKE...
http://www.flightzone.us/english/home.asp
to do a simple rewrite... since he's got everything you want there... and tag it in to UFO. its only 19 mgs.... maw
captbbq:
maw,
No, that would not be easier. I know because I considered something similar to your suggestion in an earlier post on another thread. However, as a coder in somehting else (PHP, Perl, SQL, client scripts etc... cpp I haven't touched in 6 years) anything that minimizes code and shifts it to modelers, content writers, and mappers is better; as they are the lesser "skilled labor".
On projects like this, coders are the choke point and they are all busy not only tracking down bugs but also writing new features and trying to advance the game.
Navigation
[0] Message Index
[*] Previous page
Go to full version