Started: FPS Game

Yesterday there were three chapters remaining in “Programming a Multiplayer FPS in DirectX”. Now there are two. These final chapters implement the actual game portion, while the first 10 implement the engine.

Once it’s finished I’ll add a downloads section to the site and post the results. I might even consider throwing in Oculus Rift support just for the heck of it, not that it’ll be ground breaking or anything.

Considering that my girlfriend is a game artist, I’m pretty tempted to get her to put together some assets for me, but that’ll have to be “phase 2″ : ) We’ll see how that goes.

Anyway, there’s not much to show of today’s progress, the two main game states are running, but the world is not being initialized yet. The next chapter implements players in the world so once that’s wrapped up I’ll post another screenshot.

Until then.

Finished: FPS Engine

Over the last months I’ve been working through the book “Programming a Multiplayer FPS in DirectX” by Vaughan Young. I’ve finally just finished chapter 10 which brings the engine development portion of the book to a close. While the book is a very high level overview of how to build a basic FPS engine, it takes an approach that most books don’t and there’s a lot of value in it. It’s like a giant tutorial where the result is a working, relatively advanced game/engine.

 

Now I’m trying to decide if I want to go through the next few chapters and build the FPS game that it describes, or move on to implementing the things I learned in my own engine, which will be a much longer process. The book leans very heavily on the DX utility library to handle all kinds of things like file formats, animation, etc, and I have no intentions of using that stuff. So each feature that I implement will take considerably longer. Luckily though I would only be cherry-picking bits and pieces – for exaple the occluder and scene management systems are likely candidates.

On the other hand it would be nice to finish a little game and post it, and then start re-implementing features, like I did with the overhead 2D adventure game last year. Most likely I’ll spend a little time in the game chapters and see if the process grabs me.

In other news, my Oculus Rift arrived about two weeks ago and it’s great! I’ve been spending some time learning UDK and using the Rift with my little experiments. The FPS engine is now at a point where I could add Rift support to it, but I’ll likely hold off.

As for the book, overall I have to say that for people who are okay with a DirectX heavy, Windows only solution, the engine in this book is straightforward and capable enough for some interesting projects. It is definitely a solid foundation for further experiments in physics, AI, animation, rendering, etc, or even for a full game. It gives just enough in each of those areas to be an excellent canvas without going too far down any path that you might not want to tread. The best part about it, aside from being complete and capable is its dead simple, straightforward framework which makes it great to get in to, dissect, and modify. I give it a 5/5 stars for what it is.

FPS Engine Materials

It’s been forever since I have done anything with my programmig projects, but today I finally spent some time with them. I’ve been putting in extra time at work, and also using some of my spare time to play Monster Hunter Ultimate 3.

I also picked up a Parallax Arduino BOE Bot and have spent a bit of time working with that.

Last I left off with my game programming stuff, I was working through the book “Programming a Multiplayer FPS in DirectX” to see what kind of lessons I could pick out. This evening I spent some time implementing the Material system described in that book. It’s not much, but it is progress.

My Oculus Rift hasn’t arrived yet but I imagine it could be any day or week now. Chances are slim that I’ll get the engine ready in time but we’ll see how inspired I feel.