Reword Dawn of Chaos
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title: Dawn of Chaos
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date: 2004
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dev: delphi, directx
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---
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For the first of undergraduate study we have to develop a project in either
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Delphi or OCaml within a team of four during one year. This is the only year
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when we are allowed to make a video game. That the reason why we decided to
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During the first year of undergraduate study at Epita we have to develop a
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project in either Delphi or OCaml within a team of four to validate the year.
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Since this is the only year we are allowed to make a video-game, we chose to
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create a Diablo-like in Delphi as our school project in 2004.
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The development has been quite hard, because at the time we had no programming
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skill. Moreover, our team rapidly exploded, with one member quitting the school
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after a few months and another one not willing to work.
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For most of the student, and for my team, this is the first programming project
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we do ourselves. As such, we were lacking best practices and we learned along
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the way. The development was quite hard, because at the time we had no
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programming skill. Moreover, our team quickly fell out, with one member quitting
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the school after a few months and another one struggling with programming. It
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ended up being a two-persons project.
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Nevertheless, this was a truly rewarding experience since I learned the basics
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of video game creation and DirectX programming.
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@ -23,20 +27,22 @@ We had the choice between DirectX and OpenGL for developing our graphic engine.
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Most of the students chose OpenGL but we thought DirectX was more suitable for a
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Windows game because we had no intention to port the project to Linux.
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We used the Jedi Project headers as a means to use DirectX with Delphi. The
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first contact with DirextX was harsh but after carefully reading the SDK
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documentation I was quick to learn the basics. I would like to thank Buckman for
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helping me figure the logic of DirectX out.
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We used the [Jedi Project](http://www.delphi-jedi.org/) headers as a means to
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use DirectX with Delphi. The first contact with DirectX was harsh but after
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carefully reading the SDK documentation I was able to grasp the basics. I would
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like to thank my fellow student Buckman for helping me figure the logic of
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DirectX out.
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The 3D models should have been generated with Maya but our graphic member was
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not able to produce anything. So we search graphism websites for simple models
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and we modified them with Maya. For the texturing part and the conversion of the
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Maya file format to the DirectX one, we used Deep Exploration.
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The 3D models should have been generated with Maya but we were not able to
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produce any good 3D assets by ourselves. So we searched graphism websites for
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simple models and we modified them with Maya. For the texturing part and the
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conversion of the Maya file format to the DirectX one, we used Deep Exploration
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(by Right Hemisphere).
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In order to make things dynamic, we just added a game loop with mutable
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variables (by pressing keys for moving the camera for instance). Unfortunately,
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the game loop was not set on the time but on the cpu cycles. As a result, it
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runs as fast as your cpu can, making things lagged.
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runs as fast as your cpu can, making things lagging.
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Finally, I added a 2D display for game informations such as health. It was done
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using DirectSprites and DirectFonts. A bug with the proportions forced me to
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@ -54,9 +60,9 @@ not, make a boolean map on which I applied the pathfinding.
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SOUND ENGINE
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------------
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"Sound engine" is a big word for what was done. At first I thought I would use
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the DirectSound library since our graphic engine was done with Direct3D but I
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quickly changed my mind.
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"Sound engine" might sound a bit fancy for what was done. At first I thought I
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would use the DirectSound library since our graphic engine was done with
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Direct3D but I quickly changed my mind.
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DirectSound allows you to use incredible 3D sound effects like reverberation but
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it was a nightmare to use it. I spent an entire night just for trying to play a
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@ -81,10 +87,10 @@ hero is getting away (the hero is of course faster than any enemy).
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WHAT WAS DONE BY OTHERS
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-----------------------
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My friend who actually worked created a truly rich map editor that was used for
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making the game. He also created the elements of the world. He was then able to
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define position and rounds for the enemies directly from his editor. Our graphc
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engine only had to get his data from the editor in order to generate the levels.
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My friend created a truly rich map editor that was used for making the game. He
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also created the elements of the world. He was then able to define position and
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rounds for the enemies directly from his editor. Our game engine only had to
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get his data from the editor in order to generate the levels.
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At last, he was in charge for the management of the hero: life, equipment, etc.
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@ -95,9 +101,3 @@ LAST WORDS
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Our game was quite pretty but it was very slow due to the too detailled models
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used for the hero and the enemies. It lacks animation too. I really wanted to
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incorporate animation but I wasn't able to.
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TECHNOLOGIES
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------------
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[DirectX](https://en.wikipedia.org/wiki/DirectX): the official multimedia API from Microsoft
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