This summer I was at my friend's house, and he showed me an xbox 360 arcade game called "geometry wars". It's basically like asteroids, on crack though. You can find high-score videos of it online, and they're pretty freakin' intense. I really wanted to play it, so I set out to make an extremely accurate clone of the original. I love KDE, so I decided I would write the clone in Qt and put it on kde-apps.org, eventually abstracting away the copywritten visuals and making a generic next-generation asteroids clone for inclusion in kde-games4.
The visuals of geometry wars, however, are very sophisticated, and as far as I could tell the hardest thing to duplicate convincingly would be the background "fabric" that distorts as the mass of the shots, ships and black holes moves around. That's where I am now.
I made an array of little dots, and they've all got a velocity, starting position and current position, stored as a displacement from the starting position. This means that on each frame calculation I should be able to calculate them all independently, taking into account the mouse pointer's position (as a simulated mass). I'm not totally sure, but I'm hoping this will get them to act like a fabric, without any other code. The only other step is, after each new position is calculated for the dots, to draw faint lines connecting them, just like you see in GW. I get re-inspired on this project every few months, so I'll keep this page updated as I proceed.
Wendell Gentry - 2009-01-09 09:43:10
hi mhgq2sfnkz2rvyfq good luck
Tammy Fry - 2009-01-10 22:59:59
hi mhgq2sfnkz2rvyfq good luck
george washington - 2009-07-24 07:26:49
hi good luck