C0d1ng4fun

Vacuum Warriors 3D

2003

Debug culling with firing lasers.
Debug culling with firing lasers.
The mothership.
The mothership.
Debug culling with another player firing lasers and an asteroid in the background.
Debug culling with another player firing lasers and an asteroid in the background.
Another player blasting away over a blue planet.
Another player blasting away over a blue planet.
Title screen and main menu.
Title screen and main menu.
Close up on rocket.
Close up on rocket.

This is the successor of Vacuum Warriors. It is still a multiplayer space shoot'em'up but now featuring 3D graphics and a more modern design in general. This was the first significant project where I used and benefited from object oriented design techniques.

During the first quarter of 2003 I developed a new 3D engine for this game. The game and the engine are separate entities but the engine structure and features are chosen to suit the game:

  • Octree culling of large objects.
  • Progressive LOD.
  • Quad grid for faster dynamic world culling and collision detection.
  • Sky box space with objects.

I also created a new more powerful particle engine featuring:

  • Cone, plane and sphere emission.
  • Culling of groups of particles and whole particle systems.
  • An editing tool for experimenting with particle systems.

During the second quarter of 2003 I wrote the game itself. It is split into a client and a server which may be standalone or run from within the game. The protocol used is UDP with multicasting. This time I created the game algorithms and communication protocol with great respect to network latency and synchronization issues. This time it worked pretty well.

Unfortunately; once again when it came to do the fine polishing of the game I was completely out of motivation and the project was put on hold (indefinitely).

VP-Editor.zip (73.4 kB, Windows 32-bit x86)-The particle system editor.