Insane Games Socrates Georgio Chris Leighton Mark Porterfield Brandon McHargue CPE 476 - Final Project June 9, 2004 |
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Description
Counter Space is a third-person 3D graphics spacecraft fighter simulation game. It uses a client-server architecture, so each individual client is able to receive the necessary information required for multiplayer gameplay. With three choices of spacecraft models (.3ds format) and five weapon choices, the player must choose one spacecraft, two weapons and a team color. Their spacecraft will be the same color as their team. Up to four teams can play at once, each of which must have at least one player. The game also includes asteroids that were created as stationary obstacles that, if collided with, will take off a small amount of energy from the player's shield. Collisions between objects are determined using bounding spheres. Elastic collisions occur when a player's ship collides with another object. In addition to an elastic bouncing off effect, the player's shield glows where it collided. The weapons come in varying powers and speeds which the player must try to balance for their particular style of fighting. Instead of using up ammo, firing weapons takes away from their energy. If a player fires too much, the spacecraft will be unable to shoot until it has time to recharge. The object of the game is to be the last team with at least one ship still standing. | Download Counter Space Source Code Download Counter Space Windows Executable README |
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User Guide Player Movement
Orientation: The camera is positioned just above the players spacecraft. Mouse movements control the pitch and yaw of the camera as well as the player's craft. There is no need to click and drag, the motion of the mouse is all that is needed.
Fire Left Weapon: left mouse click
Draw Models in Wireframe: F1 View-frustum Culling Socrates Georgio: Collision detection, quaternions, vertex shading, view-frustum culling & control scheme. |