Original Post
Hello, just me again....
I have been working on my engine since the beginning of the summer (6/00) and am still working on it all the time. I am at about 10% of the way through.
Oh well, it is gonna be great. It is a direct cross between the engines of Command and Conquer and Roller Coaster Tycoon, two of my favorite games. It is isometric and in 3D. I am using DirectX, and VC++.
Anyhoo.... my question is this:
Does anyone know anything about the engines of C&C or RCT. My game (so far) looks kinda like the feel of them, but I want it more so like it. It might change, but the stats are as follows:
3D GFX for buildings
Voxels for vehicles
2D sprites for infantry anims
Isometric tiles, and basic terrain
Trees, rocks, etc. all in 2D sprites
Locked in a 45° straight, up, and through camera angle
Sorry to babble, just telling, but subject to change. Anyway, is there anywhere with code from any of these games? I kinda wanna know:
How RCT stores its AI for all the thousands of people w/o any real slow down?
How C&C creates INI''s to store all outside logic, and make the tags for them (editable)?
How they both store map data and in what format?
How C&C does light calculations and particle systems so good?
(using premade GFX)
And some other stuff I will post when I think of it.
Any help is appreciated in making my engine more what my aim is. It is really good so far for being on my own. Thanks a lot guys!
Laterz
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~Khaos~
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