Game Programming in Squeak

Stephen Pair spair at advantive.com
Mon Oct 29 20:35:39 UTC 2001


Just make sure the framework is general enough to build a 3d interface
for Squeak programming...I can't wait till the day I minimize a class
browser and find a mutant with a rocket launcher waiting to frag me.
Maybe we can tie that in with SmallLint for anyone writing absurdly long
methods. :)

- Stephen

> -----Original Message-----
> From: squeak-dev-admin at lists.squeakfoundation.org 
> [mailto:squeak-dev-admin at lists.squeakfoundation.org] On 
> Behalf Of Jon Hylands
> Sent: Monday, October 29, 2001 3:01 PM
> To: squeak-dev at lists.squeakfoundation.org
> Subject: Re: Game Programming in Squeak
> 
> 
> On Mon, 29 Oct 2001 13:20:13 -0500, "Lex Spoon" 
> <lex at cc.gatech.edu> wrote:
> 
> > Most 3D game developers don't have much experience with high-level 
> > languages like Squeak, so they don't really know.
> 
> Yeah, of course. I was only including those who were 
> Smalltalk programmers in my thoughts, but clearly that intent 
> never made it into my message :-)
> 
> > More to the point, however, forget about "modern".  Let's aim for 
> > "good".
> 
> It would be interesting to try and aim for something like, 
> perhaps, the original version of Descent, or maybe a proper 
> 3D version of Doom.
> 
> Descent might be the easiest in terms of dealing with scene 
> complexity. The cube structure of the world makes finding the 
> visibility set from each cube manageable, although 
> realistically we'd probably want to cache it with the level 
> the way Doom & Quake do with their BSP trees.
> 
> The other type of game that might work is an fog-limited one, 
> where the visibility set from any location in the world is 
> limited by a set distance. Underwater games work well, and 
> look realistic to boot, with fixed-distance visibility. 
> 
> You can divide the world into large cubic sectors, where the 
> size of each sector is equal to the visibility distance. 
> Then, if you've only got one sector in height, you've only 
> got 9 sectors to deal with in terms of both rendering and 
> collision detection from any given location in the world. You 
> also have to deal with dynamically moving objects (like other 
> players/monsters/ships/projectiles), but the number of those 
> is typically small, and you can handle them using a different 
> approach.
> 
> Later,
> Jon
> 
> --------------------------------------------------------------
>    Jon Hylands      Jon at huv.com      http://www.huv.com/jon
> 
>   Project: Micro Seeker (Micro Autonomous Underwater Vehicle)
>            http://www.huv.com
> 
> 





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