Edit 15 Aug 06
New version to dl. (on this post, 3 megs zip file) Please tell me whether this crashes at all for you. It does on my comp now and again, but that might be because my comp is poo. It's still wasd p[] controls
* Control is better- before i used curvevalue which means that amount of turret rotation was linearly proportional to time pressed for. Now did something more cunning and it works better IMO.
* Better explosions have been implemented. Could still be more efficient (use many plains each, and dark+light ghost instead of single alpha), but look quite pretty.
* Cylindrical camera implemented. Not great for speed (a limit where start to see slowdown for given frame rate seems proportional
to product number of explosion plains by number of cameras. Also get differnt z-fight victor for different cams-> ugly. On upside, get 180 degrees FOV without stretching. See snippet in other forum if you want a cylindrical cam in your game.
* fixed the shot velocity corrections due to tank movement. Seems bizarre factor 0.4 nescessary newton->db conversion. Also not sure about how NDB_newtonupdate timestep# command works yet. Seems that whatever time you specify it to advance it's always the same...
* Fixed the jerky tank rotation near aligned with axis. Seems newton control of DB object orientation is buggy. Made own function to rotate db objects given newton rotation matrices.
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New version to download.
Controls are wasd for driving, p[] for turret rotation and firing the gun. the "r" key resurrects and resets the boxes.
Only 1 player. Should be a little bit faster. Big thanks to spooky- now explosion flashes and shadows look OK.
*Explosions now consist of a plane and expanding sphere. I should be able to make much fancier ones later with debris and smoke and point lights, but these are better than before.
*I'm quite chuffed with the shadows under the boxes - they're dark ghosted plains and get lighter as the box gets higher.
*Shadows in the corners and edges of the arena are on the matrix texture- i learn how to do gradients in paint shop pro.
*Made a sky ring instead of using a sky sphere, since the player's field of view never looks up or down. It doesn't look so blocky now.
I decided to leave multiplayer for the mo to get it working well with one player first.
Next i hope to improve the control of the tank and make it less hovercrafty, and get some scrolling tracks (like in the old dbc tank demo
). Also add support for mouse control, and gamepad.
You'll be able to click on this someday.