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n f o r m a t i o n Hi folks, welcome to the info page. Extra Vehicular Activity was an idea born out of the love for a certain game known as Grand Theft Auto. Myself and a friend loved (and still do love!) playing the game so much, and were so impressed by the zany, but semi-realistic handling of the cars, that we thought that we'd make our own game in a similar style. At first, we had no idea what we wanted to do, and just rushed head-long into making the thing. We came out with a half-baked engine thrown together with a bunch of conditional statements that restricted our physical model significantly. However, it was a start and it is still fun to muck about with! (I will post some screenshots of my pitiful attempts to draw a car, and put it into a game!). We used Delphi 3.0 with a set of DirectX headers, known as DelphiX, to make our basic engine. We then applied our rudimentary mathematics mechanics knowledge and threw out this monster known as Car Game! We loved it. So far, we have progressed into a brief multiplayer aspect (when we say multiplayer, we actually mean, two cars in one arena, over 2 computers!) that didn't work so well, and we also managed to make a cool spedometer, that didn't work too well, but it was a start. If anyone is actually interested in that, I will post the version on here! It's only small, but I'm sure you will enjoy it. Our goal is now to consolidate our efforts, come up with a proper plan (which I should be chucking up here soon enough, once my exams and my holiday are over!), as well as a thorough physics engine, before we even write a single line of code. Suffice to say this is going to require a lot of research! However, when it is complete, we are gonna have a kick-arse game on our hands! ;-) So, our first priorities are: 1. To come up with a PROPER physics model to base this car on. 2. To learn how to program in C++ and with the DirectX SDK (sort of doing okay on that front). In that case, I guess we'd better get to work! See ya later!
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