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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