This is Combustion Cell, started all over again using the Quake1 based engine Darkplaces. I've chosen to change to this because it's much faster to get gamecode done than in UDK. I also have much more control over the physics. Sure things will be more difficult when it comes time to art, but whatever, I also prefer to write shaders with lines of code than massive networks resembling lovely Italian carb and iron filled dishes.
Just currently testing worldspace pawn movement (yes it's a pawn you control, the player is actually the camera). Little test at the start too with the level rotating. Already seeming more robust than UDK with collision (my equivalent experience in UDK involved spawning in the level, and almost immediately falling out of it, avoidable only by doubling the expense of physics/collsion, even then it was a bit flakey).
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