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Title: UNFPS
Description: Zorro's Mod-able UnNamed FPS


Gmakermaniac!!! - January 26, 2006 11:06 PM (GMT)
Okay, I am finally working on that FPS I sayed I'd make. I have big plans for this project. I'l list some here:

Fully mod-able
+scriptable!
+comes with modding tools
MMO!
Highly Portable (without much/any expense of size/speed)
+based on C standard libraries (slightly: for OS interaction), SDL, and OGL. Mabey FTLK if I need it. I'll see.
Accurate Physics

and some more goodies.

So far, I have about 200 lines of code written in memory allocation routines (I know this amounts to absolutely NOTHING). I'm writing my own memory allocation code and down the road I may port it to ASM (if I'm in a REALLY good mood). next I'll work on the in-game console and renderer. I don't know much about OpenGL so This will be a learning experiance for me. the console will probebly be either a warm up, or the beginning for the scripting interpreter. I may have something releasable in a month or so (don't expect a fully polished game, or even a game at all). I'm developing it in linux so you may have to survive without netcode untill I port that (netcode will be direct, not using any portable libraries between me and the OS to ensure slightly more effecient netcode). It shouldn't be hard to port though, I wont intergrate anything OS specific directly into the program. Anything OS specific will be in it's own source file.

cheers to months worth of busting my ass up ahead :D :cheers: :elephant:

AquaFox - January 27, 2006 12:42 PM (GMT)
Zorro OMG, Well done, well done, you've actually done some work on this..
I'm also impressed you're doing all this by yourself.. WELL DONE..
Is this game gonna be free :rolleyes: ? If not we're friends right?

FrozenKnight - January 28, 2006 06:36 PM (GMT)
QUOTE (Gmakermaniac!!!)
I'm writing my own memory allocation code and down the road I may port it to ASM (if I'm in a REALLY good mood).


I feel like i've picked up a follower somehow :)
Really you should consider your asm port. an good isdea would be to use your optimized C++ compiled example to make sure you are really getting a speed imporvement.

C-Man - January 28, 2006 08:22 PM (GMT)
dude you gota be nuts , an ASM FPS ?
it would tyake him ions to code

Gmakermaniac!!! - January 29, 2006 12:52 AM (GMT)
No! only the one part I'm working on now. (like one or two classes worth) This is neither the forum nor the guy for an ASM FPS :o I'm saying that down the road, if there are some places that need a speed boost (like the routines I'm working on now) I'll consider a port of those routines

kind of like how memcpy and strlen are implemented in ASM.

C00L - January 30, 2006 12:00 AM (GMT)
congrats sounds like this game will be great. but if you are doing this in opengl what will you do about the peformance hit that it will have when running on vista? also are you going to try to create your own 3d renderer or are you going to use an engine like crystal space or something?

what about liscensing?

Viper - January 30, 2006 09:10 AM (GMT)
The OpenGL performance hit in Vista is only on the desktop. Full screen games won't be affected im pretty sure.

C-Man - January 30, 2006 09:22 AM (GMT)
they will , gl will be implemented on top of DX

AquaFox - January 30, 2006 03:16 PM (GMT)
QUOTE (C-Man @ Jan 28 2006, 08:22 PM)
dude you gota be nuts , an ASM FPS ?
it would tyake him ions to code

Don't you mean "eons"? Anyway... Zorro is a good programmer and I'm sure he can handle it. I hope he doesn't lose motivation :P. C00l has a good question, what about licensing?

FrozenKnight - January 30, 2006 10:27 PM (GMT)
QUOTE (C-Man @ Jan 28 2006, 01:22 PM)
dude you gota be nuts , an ASM FPS ?
it would tyake him ions to code

ASM doesn't take that long to code. yes it is a little skower to code but not much slower than coding in C.

C-Man - January 31, 2006 09:09 AM (GMT)
depends on the coder
I can do asm but takes way more time

FrozenKnight - February 1, 2006 08:47 AM (GMT)
it gets faster as you build up your experiance and your code library. just like in C and C++. i know a fourm where there are a few who sware they can code faster in ASM than in C or C++ or even VB. (proably because they learned in ASM and think in ASM not C or C++ like most of us here)

C00L - February 1, 2006 05:31 PM (GMT)
QUOTE (FrozenKnight @ Feb 1 2006, 03:47 AM)
it gets faster as you build up your experiance and your code library. just like in C and C++. i know a fourm where there are a few who sware they can code faster in ASM than in C or C++ or even VB. (proably because they learned in ASM and think in ASM not C or C++ like most of us here)

but the question is, is the code maintable? with asm you can't just spend time coding, you have to devote a significant amount writing comments and documentation (not that you wouldn't in any other language, but asm it is the most important).

Gmakermaniac!!! - February 6, 2006 10:26 PM (GMT)
Well I don't care about Vista. It's not my fault microsoft is lazy when it comes to OGL :mellow:

Okay. Here's an update. I am rewriting my goal. UNFPS will be an extreamly flexable engine. The way it will work is you launch a file with unfps and that file contains all the compiled scripts, artwork, and sound and stuff. The scripts controll juat about everything; including the camera, and such things. The code that, for example, makes the camera and "the gun your holding" move around in the world will all be scripted. In other words, this engine will be so flexable that you can probebly make an RTS with it (or even a side-scrolling platformer if you REALLY feel like abusing it)

ofcourse there is always room for change. Perhaps the data file will be a directory. who knows.

FrozenKnight - February 7, 2006 06:04 PM (GMT)
Reminds me of DukeNukem 3D that game was just a C compielr which executed the code a little later.

Corleoneh - February 7, 2006 08:45 PM (GMT)
Good luck with it :D
Im still ages away from a large project...
Be sure to post the game / source code, so that I can *cough* steal the engine etc ;)

Gmakermaniac!!! - February 16, 2006 10:17 PM (GMT)
I will. Ok; here's what's happened so far. I hav been restarting the project daily because I always hate how it comes out. lol.

I took some time to thing of a nice engine design and it came to me today so I'll get started as soon as I'm done with a small program I'm writing atm (Trebuchet physics algorihm implementation for my engeneering class).

I'm at a little hill

CODE
           ____
me   _..,-'    ''-,_
..,-'               ''-._  other side
                         '-._
                             ',
                               '.
                                 '-.


let's say I'm rolling up a snowball. This is how I predict (how I hope) writing this game will be.

Consumed - February 17, 2006 09:38 AM (GMT)
Thought I'd go ahead and mention this: http://www.flipcode.com/articles/article_buildinggame.shtml

C-Man - February 17, 2006 10:11 AM (GMT)
actually the hiull is more like a graph of 1/3 * x^3 when starting to roll the snowbal from X=0 along the x axis, well thats my opinion

C00L - February 18, 2006 05:51 AM (GMT)
i find the 'hill' is more accurately described as 10*(x^x)

because a good optimistic programmer knows that a program is never truely complete ;)

C-Man - February 18, 2006 09:17 AM (GMT)
LOL thats more like a wall xD

Gmakermaniac!!! - February 21, 2006 11:09 PM (GMT)
I'm gonna take a week long break and have some fun with OpenGL

AquaFox - February 22, 2006 04:17 PM (GMT)
Bon Voyage, have a nice vacation.

ih8censorship - February 22, 2006 07:42 PM (GMT)
QUOTE
because a good optimistic programmer knows that a program is never truely complete wink.gif
ha that sounds like me.. theres always some feature i want to add or some bug that pops up ... or i get ideas on how to make stuff better... stuff is never done with me... it just gets postponed indefinatly :lol:

Gmakermaniac!!! - February 27, 2006 01:29 AM (GMT)
I never took that break yet. Instead I dropped the project and restarted again. :lol: LOL

This time it's not gonna be filled with hot air. That always helps ^_^


edit: I picked up a book on linux game programming (fould a link in the resources forum) and it seems to be good. I'm spending some time reading it and coding come examples from it. that break is here. :)




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