nouveau jeux sous nux/mac/$ qui na pas l'air mal du tt [jeux] - Logiciels - Linux et OS Alternatifs
Marsh Posté le 24-09-2003 à 14:18:48
Bon ca y esssayé et bon rien de bien transcendant :
Un FPS multiplayer-only avec juste comme mode de jeux le CTF et 3 armes...
mais bon c'est en developpement alors tous les espoir sont permis
Marsh Posté le 25-09-2003 à 14:26:04
le jeu est peu etre classique ou pas transcendant, je pense que linteret de la news est que des gens sinteresse a nux comme plateforme de jeu (et dieu sait comme ils sont peu)
Marsh Posté le 25-09-2003 à 16:45:32
c clair que c toujours bon et ca peux pousser les éditeur a faire des efforts
Marsh Posté le 23-09-2003 à 11:40:58
http://hosted.tribalwar.com/legends/
About Legends..
Legends is a fast-paced first-person-perspective online multiplayer game. The game is designed to take advantage of the beautiful environments available from the Torque engine it is based on while still offering the breakneck pacing and variety of styles available from such classics as Quake and Tribes.
Gameplay is not the strafe-strafe-jump-strafe-shoot-strafe-run-like-hell style a lot of games espouse; the addition of a jetpack adds a third dimension of mobility that makes skill, forethought, and restraint necessities to winning.
Team sizes are going to be ideal between 10 and 15 on each side, and the network code will allow anyone with any bandwidth to play relatively smoothly. Game type offerings will range from the classic Capture the Flag to our own new type, affectionately called “Knockout”.
Plenty of maps will be provided by us, but the beauty of this game is its customization possibilities. Mission creation has never been easier, with a stable, full-featured editor integrated into the game engine itself. Skins, models, and effects can all be modified by the end-user with commonly available tools.
Legends is built upon the Torque Gaming Engine from GarageGames. The engine has some of the following features:
Platform Layer
Windows server & client with OpenGL
Mac OS 9/X server & client with OpenGL
Linux server, Linux client under development [EDIT : client nux dispo !!!!]
Journaling
Integrated hierarchical profiler
Math library, Vector, Matrix, Quaternion, etc.
Efficient memory manager with extensive debugging features
Resource Manager
File and Stream IO
Keyboard, Mouse and Joystick Input
SFX/Music driver using OpenAL
Scripting Engine
Integrated compiler
Intermediate tokenized object format
On-demand compilation
C++ like syntax
Large complement of functions including math,object manipulation, fileIO, TCP/IP, etc.
Easily extend with plugins
GUI Engine
Build fully scriptable interfaces
Includes set of default controls
Write custom controls
Includes an integrated GUI builder
Extensive font support
Mission Editor
Integrated mission builder
Construct, place, size, scale and rotate objects
Multi-level undo/redo
Edit object properties
Control mission lighting
Mission scripting
Built-in terrain editor
Rule based fractal height field generator
Rule based fractal terrain tiling
3D Engine
Multi-pass texturing
Layered volumetric fog
Decals
Detail texturing
Environment mapping
Vertex and multi-pass lighting
True spherical distance fogging (for terrain, buildings)
Spherical distance clipping (for terrain, buildings)
Mesh Engine
Continuous level of detail based on a progressive mesh algorithm
Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation
Mesh vertex deformation animation
Multi-bone mesh skeletal animation
Simple interface to multi-sequence animation manager
Damage detail level
Collision detail level
Projected object shadows (clipped against the environment)
3DS Max & MilkShape exporters
Particle Engine
Integrated with scripting engine
Animate texture and scale
Specify particle mass, drag, starting velocity, etc.
Sophisticated particle generators which can emit multiple particle types at once
Terrain Engine
Continuous, seemless, LOD mesh generation (using screen error metrics)
Aggregated tile mip-mapping
Light mapped for hill and building shadows
Dynamically generated blend tiles
Altitude based fog banks
Seemless integration with the interior engine
Interior/Building Engine
Portal based interiors
Seemless integration with the terrain engine
Detail brushes
Animated lightmaps
Buildings can be instanced, placed, manipulated and yes, scaled, with the mission editor
WorldCraft converter
Water Engine
Continuous, seemless, LOD mesh generation (using screen error metrics) for large bodies of water
Dynamic waves
Multi-pass wave crest and shoreline textures
Integration with terrain and interior engines
Networking
Uses UDP and TCP
Award winning client/server architecture
Packet stream manager
Object ghost manager with partial object updates
Bit level stream packing
String and message packing
Uses the optimal Notified Delivery Protocol
Sound
Multi-channel prioritized SFX manager
3D sound support; panning, volume, doppler, cones
OpenAL
Miscellaneous Libraries and Code
Spatial Database
Collision Testing
Vehicle Physics
Tools
3DS Max plugins, including an exporter and helper objects
WorldCraft converter and lighting
Integrated into the engine: GUI builder, mission builder, terrain editor, terrain generator
j'va essayer ca ce soir, ca a l'air vraiment pas mal du tout
Message édité par rem5 le 23-09-2003 à 14:15:52