Warp Speed gun concepts update: Plasma Gun & Beheader 3000

April 16th, 2010 by Tymek

So here we have two finals for a high firerate plasma rifle (actually it’s a Personal Vaporizing Plasma Apparatus) and an uber Beheader. Sorry for the long wait, but I’ve been honing my skills as well as striving to get a degree in an irrelevant field of science.

Had great fun with them, I feel that those guys will be my favourite weapons in the game. Protip: if you want to make your concepts aggresive, write some EXTREME words on them. As we can see here – cyrillic characters help, too!

Double Engine – collision detection

April 12th, 2010 by Netsu

The physics part of the Double Engine is being developed, and today I believe to have finished collision detection between polygons of any shape. As you can see on the video each polygon consists of triangles, and all vertices are tested against an edge of another polygon to see if they are colliding with it.

In this example a vertex of one polygon (the circular one) collides with an edge of the other one (the triangle). Red point is the colliding vertex (and thus the point of collision) and the red line is the edge that collides with this vertex.

Disregard the collision response, it’s there just to show that detection works, it’s not supposed to be realistic yet. Realistic collision response will be the next step and I plan on having a complete rigid body physics engine.

We live

April 2nd, 2010 by Netsu

Not much to be said or shown, Tmth is drawing a lot lately, including some awesome stuff for the Warp Speed project, which by the way, has it’s own website: http://warpspeedgame.com/
Not much there yet, but it will change over time.
I, on the other hand, am slowly learning new stuff, currently it’s mainly OpenGL and realistic collisions. As a side effect of this, an early version of our own graphics/physics engine – The Double Engine, should be ready in a few months.

As a footnote, a little clarification on the subject of Trajectory, which was supposed to be our first game. It was written in Python and Pygame, and long story short, the coding sucks.
We decided that releasing the game in this state had no point, so I’m waiting to rewrite it in C++ some day. This will probably happen when The Double Engine will be ready enough to handle such a game.


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