Re: [TuxKart-devel] RE: [Plib-devel] TuxKart on Win32 works fine
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-07-14 20:48:06
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"Vallevand, Mark K" wrote: > > OK. > I've posted some new code and a new win32 executable. > http://vallevand.homepage.com/tuxkart/tuxkart.tar.gz > http://vallevand.homepage.com/tuxkart/tuxkart+.exe > > The tar file contains the original code that it was > derived from, because I'm perpetually behind the latest > CVS. It contains the same new code for the MS VC++ > changes I posted before. It contains the PPE test code > that Steve posted on the PPE-Devel list. And, it > contains some code for underwater effects. That code > is purely experimental. The executable has a different > name because it contains that experimental code. > > The underwater code is a 500x500 meter textured quad. > Actually, its two quads, one up-facing and one down- > facing. There is code to change fog characteristics > when the camera is underwater. The 'sealevel' is coded > as .5 meters. > > If someone tries this code, I'd like some feedback. It > certainly is a hack. But, it may be workable. If the > Tux puts on a scuba tank when underwater, it might be > kind of fun. That sounds exactly like I do in my other Tux game (Tux_AQFH). The water in several levels is a pair of back-to-back polygons with the fog coloured cyan when the camera is beneath it. It's not a perfect solution - but it fools most of the people most of the time. If you ever manage to get the camera beneath one of the Lava pools in tux_aqfh, the fog goes bright red! Anyway, an underwater gokart driving game?!? I suppose so. We could switch their models over to bright yellow mini-submarines with big bubble cockpits! Hmmm - not *this* week! -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |