Original Post
This image represents the state of a multiplayer first person shoot-em up project I started a year back from scratch. The game is now fully playable; a player can connect to a server and engage in team based deathmatch. You can see the players holding realistically modeled assault rifles with iron sights that can be used for accurate aiming. There is no heads-up-display nor a cross-hair and the game generally aims towards realistic feel. You can also see a fully animated player model and a terrain based environment with collideable objects such as houses, boxes, trees and so on.
I have done OpenGL and generally game programming for over 8 years now. After starting with OpenGL, I had many ambitious engine projects, which basically crumbled into their own complexity. A year back, I felt an urge of finally composing a 3D engine and a game that would actually be playable, even if making sacrifices in terms of quality and overall features. You can only do so much in a finite amount of time, so "keep it simple stupid" was the strict guideline I took.
This is also my first attempt of making a network game. So far most important network related stuff is working and the most difficult part in networking was to implement reliable packet handling over UDP, which seems to work well now. I still need to improve object interpolation/extrapolation schemes and communication in special cases, such as ones involving NAT.
As for the game itself, it will be a realism based network FPS, very common genre indeed, but the realism will be more like in America's Army rather than Counter-Strike. At the moment, the gameplay is team deathmatch, but there are plans to add more objective based twists. It is also planned that detailed statistics and a ranking system would be implemented and maintained in a master server, allowing players to compete over longer time scales. One thing to stress is that this project is specifically designed for Linux based systems. The programming takes place under Ubuntu Linux, although it is also being compiled for Windows. Basically all development tools used are free software available for Linux.
The project still has no actual name, but nevertheless it can be found from www.perilouspenguin.com/glfps where updates on project development are frequently reported.
Click here to view the iotd
I have done OpenGL and generally game programming for over 8 years now. After starting with OpenGL, I had many ambitious engine projects, which basically crumbled into their own complexity. A year back, I felt an urge of finally composing a 3D engine and a game that would actually be playable, even if making sacrifices in terms of quality and overall features. You can only do so much in a finite amount of time, so "keep it simple stupid" was the strict guideline I took.
This is also my first attempt of making a network game. So far most important network related stuff is working and the most difficult part in networking was to implement reliable packet handling over UDP, which seems to work well now. I still need to improve object interpolation/extrapolation schemes and communication in special cases, such as ones involving NAT.
As for the game itself, it will be a realism based network FPS, very common genre indeed, but the realism will be more like in America's Army rather than Counter-Strike. At the moment, the gameplay is team deathmatch, but there are plans to add more objective based twists. It is also planned that detailed statistics and a ranking system would be implemented and maintained in a master server, allowing players to compete over longer time scales. One thing to stress is that this project is specifically designed for Linux based systems. The programming takes place under Ubuntu Linux, although it is also being compiled for Windows. Basically all development tools used are free software available for Linux.
The project still has no actual name, but nevertheless it can be found from www.perilouspenguin.com/glfps where updates on project development are frequently reported.
Click here to view the iotd