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Panther game engine is being developed as part of a class on game engine development at Chapman University 2009/2010. Development continues through May of 2010.

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  0 reviews  |  1 user  |  117,849 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

This game is a fork of Assault Cube, which is obvious from the name, that aims to improve the classic!

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  0 reviews  |  1 user  |  114,848 lines of code  |  2 current contributors  |  Analyzed 11 days ago
 
 

A project for designing and demonstrating a first person shooter engine. Will include main FPS game elements and eventually unique features as well. Latest Engine Screenshot: FPS ENGINE UPDATE LOG 4/24/09 10:39 + Misc Added/Updated all wiki documentation to the current state of the engine. ... [More] 4/23/09 8:23 pm Additions/Changes: + FPS_Player: Added new FPS_Player class Added update_PlayerData to FPS_Player Added debugging support to update_PlayerData Added dummy object for basis of camera/collision work + FPS_Engine_Core: Added update_ObjectData Added update_SetDebugMode Added debugging support to update_UserInputPresses Added public friend class FPS_Player to core (Allows FPS_Player access to FPS_Engine_Core private members) + Misc: The debugging hud now has an established system. Use update_SetDebugFlag to set the debugging settings to current preference. The flag decides what debug Hud(s) to display - Engine design changed due to addition of player class. All parts of FPS_Engine_Core are to be used through derived classes such as (and currently only) FPS_Player + Needs: All added content (FPS_Player, update_PlayerData, update_ObjectData, update_SetDebugMode, Debug Legend/key) and changes must be documented and up-to-date. + Up Next: Basic terrain support Basic player movement Basic camera support Notes Good documentation is necessary before starting next components. The movement/camera/collision is going to be based on a dummy object, most likely an invisible box resembling player size. To keep things in relative FPSE pipeline order: Use the dummy object only in FPS_Player class. All camera and collision should be called from inside the FPS_Player class but the core methods should be from the FPS_Engine_Core class. This is crucial because it will help design the FPS_Engine_Core class to be non-specific so it can be used by all derived classes from the engine core. Also, this will stop the event pipeline from getting cluttered and keep main.cpp calls to a minimum. [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 9 days ago
 
 
 
 

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