Added: 1 year ago
From: CallumBGood
Views: 4,976
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  • No.. really I WOULD ABSOLUTELY LOVE to play this

  • I demand a download link

  •  i wanna play!

  • This looks awesome. Reminds me of Extreme G 2.

  • Amazing. Looks like virtual boy. =P

  • You're a very talented programmer :)

  • @MasterJake777 Cheers Jake! Really like your channel, definitely going to sub!

  • @CallumBGood Thanks a lot, man :D I definitely need to start posting more actively to it. A lot has changed.

  • Very nice job! I really like the graphics, especially with transparency enabled. Keep up the awesome work^^

  • This is just amazing!

  • Are the compiled binaries or source code available for download? I'd love to take a look at your code and see just exactly how you did all this. =D

  • Hey dude, can i know how you import a model from maya to your C++ compiler such as CodeBlocks or DevC++??

    I have been trying that but am unsuccessful

  • @YakaProduction Hello dude. cheers for the comment. In maya, you can turn on an "OBJ" exporter script. You can look into this online. Once you can export a mesh as an OBJ file, you can actually open the file in notepad or your IDE and have a look at the data. From then on you need a method of importing data from a file ( I use an ifstream from the STD library and read the files in line by line). There are lots of details online about the OBJ file format too. Best of luck, msg me for more help!

  • was the 3d used with sdl, opengl or both? rephrasing the question *O_O*

    which one was most responsible for the 3d?

  • @zephiro309 Hey dude, cheers for the comment! OpenGl was entirely responsible for all rendering, including the 2D UI elements. SDL was only responsible for the window handling code (destruction & creation) and event handling(key presses, mouse movement). Hope this explains things!

  • @CallumBGood thx!

  • The reflection makes it look cooler haha

  • Was it difficult to process the transparent polygons in the proper order?

  • @PixelOutlaw Actually it wasn't! I was processing nodes in the scenegraph before rendering them because I was doing a sneaky bit of broad phase collision detection (if you can't see it, your bike isn't going to hit it! ) So all I had to do was a squared distance check and use that distance as the key to a map. Reverse itterating over the map renders the nodes in roughly furthest to nearest :)

  • nice work! Seems to be better than some games released by professional devs :D

  • Can't beat a bit of Tron. Sense of speed on your game is excellent. :)

  • Did you make this entirely by yourself? Very nicely done. It's simply, but the concept is well put together and has lots of room for expanded ideas. The driving lines that you need to shield yourself against is quite an inventive mechanics, I have to say.

  • Hi there, I'm studying Software Engineering in Cardiff, Wales and now I want to specialise in game development. I think your game is really cool :D cheers...

  • @sososinelu Cheers dude. I look forward to seeing some stuff of yours!

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