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Design / Re: Improved Air Combat (coming soon...)
« on: June 14, 2012, 05:45:11 pm »
I've put an updated version on the server for my website.
This one is compiled to work in 32-bits, so nearly any Windows user with OpenGL capabilities on their machine can try it. I built it with 32-bit MinGW, TDM build, so it should be easy to recompile for anyone who knows a little programming.
There is also an import .a library (for Irrlicht, which is needed for the demo) for Linux users - I didn't have time to build a Linux binary, or a makefile, but if you run Linux and know how to compile stuff you could probably figure it out with the source files.
Note that Irrlicht is seperate, my own code does not depend on it, it is only used in the demo to display the created models on-screen in 3D in a window and allow the mouse and arrow cursor keys to move around. My own code for the terrain generator just uses a few basic standard libraries from C++ and could be plugged into nearly any graphics or game engine.
If anyone has trouble running the demo, one can also load the OBJ and texture files in Blender or another modeling program. Depending on what engine my code is put into, the Y-axis of the graphic textures that are generated might or might not have to be flipped.
If you're playing with the source code, you'll notice I no longer have it all stuffed into one almighty header file, it is now broken up into multiple .cpp and .h files, all of which are in the terrain folder under ./include.
I'll mention a few technical things in the coding section of the forum.
This one is compiled to work in 32-bits, so nearly any Windows user with OpenGL capabilities on their machine can try it. I built it with 32-bit MinGW, TDM build, so it should be easy to recompile for anyone who knows a little programming.
There is also an import .a library (for Irrlicht, which is needed for the demo) for Linux users - I didn't have time to build a Linux binary, or a makefile, but if you run Linux and know how to compile stuff you could probably figure it out with the source files.
Note that Irrlicht is seperate, my own code does not depend on it, it is only used in the demo to display the created models on-screen in 3D in a window and allow the mouse and arrow cursor keys to move around. My own code for the terrain generator just uses a few basic standard libraries from C++ and could be plugged into nearly any graphics or game engine.
If anyone has trouble running the demo, one can also load the OBJ and texture files in Blender or another modeling program. Depending on what engine my code is put into, the Y-axis of the graphic textures that are generated might or might not have to be flipped.
If you're playing with the source code, you'll notice I no longer have it all stuffed into one almighty header file, it is now broken up into multiple .cpp and .h files, all of which are in the terrain folder under ./include.
I'll mention a few technical things in the coding section of the forum.