I’ve been working on a networked FPS for a bit. I made a short demo ( zornchris.com/awesomageddon/devlog.html . I’ll use this thread to post updates as I make them.
Edit:
Remove the period from the Development Log link.
@hobbit - Yes, the FPS is related to recording the video. It runs at a smooth 60 pretty much all of the time.
@adr - PD? I gather you’re talking about the Goldeneye map, but I can’t put a finger on what the abbreviation stands for.
Also - I’m taking the game in a different direction; more objective based and less of a CS:S clone. I’ve started to work on revamping the HUD. This is more or less what it will look like (The timers in the upper right are going to be smaller).
Well I’m working on a clone of Portal that will be open source and build on panda3D. When I posted this message, I was on the very beginning of the project and was interested by almost every part of your code.
Now I’ve advanced a bit (see the link in my signature) but I’m still interested to see how you handle some things like collision, jumping, gravity…
Edit:
I added a small video to show the Work In Progress. (Check the link in my signature)
This looks awesome dude, I was considering getting started with an FPS engine for a zombie game, and this is everything I would have wanted for a basic FPS game.
I might even ask you if I can use it at some point.
I know I come in there one year after the fact, but still. How did you get the collision detection and response to work on your first video?
When I use Panda’s native PusherHandler I still slip through corners sometimes. And when I tried using Bullet (total overkill) then its CharacterController was totally bugged. How did you make it work?
There are now several games that available to play in free and you can play them either in PC or Xbox like COD, Left 4 Dead, Dead Rising and Resident evil.