Here's a peek at a voxel based flight simulator engine that I have been working on.
The engine is heavily inspired by Comanche:
I've been having fun with the smooth and seamless map generation. Perhaps other folks can make use of that code.
I don't think that I am ever going to get the frame rate up to butter smooth 30fps without dropping the res so low that things are unreadable, but maybe a flight sim can settle at 15 and be okay.
--Added controllable ship with shadow
--Up and down controls height
--Z controls thrust
--Rings to collect
--F to explore the ship / return to flight mode
I got the Z buffer working more or less, but shadows are definitely a bit glitchy--though perhaps it's normal for shadows to fly above mountains. I suspect that my hacked together 3D sprite code and my hacked together height map code are projecting to just slightly different screen y coordinates.
I'm kinda pumped that I was able to inject some older wall-casting code in here so that you can explore the ship as well as fly it by hitting the 'F' key.
I guess I should figure out what the actual game will be... collecting rings is just a placeholder.
The best I have right now is:
Destroy planetary defenses
Land at base, and explore to find power core while fighting, uh, defenses
Use power core to escape planet and land on another one with... different colors!
lather rinse repeat
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