Agreed. I'm not trying to be insulting or disrespectful, but you would be surprised how difficult things will become as you get deeper into the problem. If you are intent on games programming, I would try something like Breakout. This will give you some experience with graphics, sounds, and some simple physics, without the networking or multi-player issues.
Anonymous - Tue Apr 25, 2006 10:35 am
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thanks both for good, thoughtful replies.
i think what i'll do is make my own not-multiplayer version of this game. (breakout is boring as crap) that should help me focus on the parts that are interesting to me: physics modelling and graphics.
also i did have my name in for a TW bot programming thing...
they havent gotten back to me yet though, so either they're slow and unorganised or i didnt get in
anyway, thanks again.
-tugs
Bak - Tue Apr 25, 2006 12:01 pm
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sounds good, what are you going to do for the physics, like when a polygon ship hits another polygon at a strange angle:
In the above picture it would appear the ship would first move to the left slightly, then then reverse entirely (or rotate, depending on how you look at it) when it's right wing clips the wall.
Anonymous - Tue Apr 25, 2006 12:24 pm
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i was hoping to put some rotation in there and put my first year physics courses to good use.
a bigger question i want to figure out, though, is: could i make this different based on different settings? that way, some zones could be totally arcade-y and some could be super-realistic.
i'll have a better answer for that once i get further in though
-tugs
SamHughes - Fri Apr 28, 2006 12:29 pm
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Don't forget to realize that if minor positional and rotational changes can create larger changes in bouncing angle, worry about lag.