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Happy Maze [openGL]

Posted: Tue 10 Apr, 2007 6:01 am
by crzyrbl
I started learning openGL, this 'game' is a combination of tutorials that I've used and my own implimentations and code. It's not a bad way to kill a few minutes either.

https://netfiles.uiuc.edu/ckikoen2/shared/Maze.zip

Posted: Tue 10 Apr, 2007 8:06 am
by tr1p1ea
Yay, found the smiley face!

Pretty cool although the single wall texture is a little disorientating at times. What are you going to add to this?

Posted: Tue 10 Apr, 2007 11:53 am
by Dragonwarrior333
I think I am gonna be sick :o
I would be better if there were more than one wall tile.

Pretty good though, maybe add a floor counter and a compass.

Posted: Tue 10 Apr, 2007 7:40 pm
by crzyrbl
I am considering changing the tiles from oldschool to realistic, with moss on some tiles. would that help? I'm not sure about adding a HUD though. If I figure out how to edit textures in game, should I give you some chalk to mark the walls with instead?

Posted: Wed 11 Apr, 2007 1:45 am
by anykey
could you post some screens for those of us who are too lazy to download it or are unable to?

Posted: Wed 11 Apr, 2007 3:10 am
by crzyrbl
Fine.

Image
Image

It's a randomly generated 3d tower. There are 5 floors, and the stairs are also in random places. It's only like 200 kilobytes though, so you really should dl it. Also trust me, the link's not going down any time soon...

Posted: Wed 11 Apr, 2007 3:21 am
by anykey
It looks cool!
I'm on a mac you insensitive bastard! :P

Posted: Wed 11 Apr, 2007 4:57 am
by crzyrbl
Oh, I thought openGL meant that it works for any supporting platform no matter what, but I forgot it uses Windowz functions to make the window. I'll try to port it to Glut as soon as I have time again!

Posted: Wed 11 Apr, 2007 8:20 am
by CoBB
Why does it get so unbelievably slow when there’s a long corridor ahead?

Posted: Wed 11 Apr, 2007 12:02 pm
by kalan_vod
This is really nice, but it is way too fast..Everything is a blur!

Posted: Wed 11 Apr, 2007 10:32 pm
by crzyrbl
Hmm...it seems to error out like that whenever the defualt FPS is not maxed out. I'll look into changing the defualt max FPS to something more processor-friendly like say, 30.