Differences between version 5 and predecessor to the previous major change of BungGameEngine.
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Newer page: | version 5 | Last edited on Sunday, February 23, 2003 3:39:57 pm | by SamJansen | Revert |
Older page: | version 4 | Last edited on Sunday, February 23, 2003 1:21:35 am | by PerryLorier | Revert |
@@ -10,17 +10,18 @@
* Octree-based level with view-frustum culling.
* Basic Quake 3 level exporter to convert from BSP files to BuNg level files.
* Texture-mapped text output.
* Random image displayed on the loading screen.
-* Collision detection courtesy of the Opcode collision detection library.
+* Collision detection courtesy of the Opcode collision detection library (with custom code to cache the information on disk)
.
* Collision response to allow the player to slide along walls and climb up stairs. (Still somewhat buggy)
* Very, very basic networking.
* The beginnings of MD3 model support.
* Custom XML parser and XML files used for configuration.
+* The beginnings of scripting via Lua.
-There would be a link to our server with
screenshots on it, but technical difficulties means that we currently don't have a DSL router which allows port forwarding (read: we only have an Ni500
at the moment)
.
+An old mirror of
screenshots/information can be found
at [http://york.ods.org/~sam/bung/]
.
-Actually, I mirrored the
page at [http://www
.cs.waikato.ac.nz/~stj2/bung/bung/sam
.html
].
+A newer
page is in development
at [http://bung
.ods
.org
].
Though the project has mainly been coded in MicrosoftWindows with Microsoft Visual [C++] .NET, it also works in Linux using [SimpleDirectMediaLayer], or SDL.
----
There are a number of people finding this page through google mostly looking for information on collision detection using opcode, and how to read md3 models etc, perhaps you would like to describe your experiences with these things here for others benefit?