Описание игры, торрент, скриншоты, видео
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• Разработчик / Developer: Инди-игра (14535) от jfc3 (1)
• Жанр / Genre: Аркадные шутеры (2227); Аркады (3044)
• Тип игры / Game Type: Бесплатная игра
• Размер / Size: 9.84 Мб.
Downtown Bazooka - 3D экшен в неоновом стиле, созданный инди командой на собственном движке. Разработчики вдохновлялись Вселенными Tron и Mad Max.
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Язык интерфейса: Английский
Overview
Downtown Bazooka is a 3D action exploration game inspired by Tron and Mad Max. It was developed with members from the Video Game Development Club at UCI over the course of the 2015-2016 school year. I was the main programmer and was accompanied by a gameplay programmer, sound designer, and producer.
Engine Features
Custom physics solution
Spacial partitioning using octrees
Collision events sent to Entity system for gameplay programming
Axis-aligned bounding box collisions
static, dynamic, and trigger colliders
triggers will pass through dynamics but still call collision events
dynamics will collide with everything even while moving (enemy stacking)
Heightmap terrain collisions
Debug rendering system
Transform / Entity system with support for 3D position, rotation, scale, and parenting
Noise generation and Math utility classes
supports simplex and worley (cell) noise generation with fractal variants
used to procedurally generate city and terrain
Flexible particle system
Bloom shader and full screen shader support
Text rendering for menu and instructions screen
Sound effect and music playback system
What I Learned
The primary reason of this project was to learn more about C++ and actually make my own game engine with it. In the process I also learned much about OpenGL and physics. While the engine was mostly from scratch, I did use SFML for the OpenGL bindings, 2D UI rendering, and audio support.
Oh boy was this challenging. So many things I took for granted with Unity ended up being huge hurdles and roadblocks during development. Here's a short list of the most time consuming parts of the engine:
Rendering code (mesh handling, shaders, particles etc), so many different ways to handle this. Ended up just super optimizing cube drawing to be instanced, since basically everything in the game is cubes except terrain.
Transform / Entity system (TONS of matrix math making sure they combine in correct order to have proper parent child relationships)
Physics... even as basic as it was with just AABBs, 3 different collider types, and collision callback events, it still took tons of time, and never really worked 100%. I don't even care though, I am so proud of that code. It worked most of the time anyways... XD
Overall it was a very rewarding experience, despite the pain and torment of not using an engine. It really made me appreciate Unity and everything it does for you. But man, there's nothing like seeing your game boot up super fast as a raw C++ app, feels so badass, haha!
Thanks for reading.
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