[jeux] nouveau jeux sous nux/mac/$ qui na pas l'air mal du tt

nouveau jeux sous nux/mac/$ qui na pas l'air mal du tt [jeux] - Logiciels - Linux et OS Alternatifs

Marsh Posté le 23-09-2003 à 11:40:58    

http://hosted.tribalwar.com/legends/
 
About Legends..
 
 
 
Legends is a fast-paced first-person-perspective online multiplayer game. The game is designed to take advantage of the beautiful environments available from the Torque engine it is based on while still offering the breakneck pacing and variety of styles available from such classics as Quake and Tribes.  
 
Gameplay is not the strafe-strafe-jump-strafe-shoot-strafe-run-like-hell style a lot of games espouse; the addition of a jetpack adds a third dimension of mobility that makes skill, forethought, and restraint necessities to winning.  
 
Team sizes are going to be ideal between 10 and 15 on each side, and the network code will allow anyone with any bandwidth to play relatively smoothly. Game type offerings will range from the classic Capture the Flag to our own new type, affectionately called “Knockout”.  
 
Plenty of maps will be provided by us, but the beauty of this game is its customization possibilities. Mission creation has never been easier, with a stable, full-featured editor integrated into the game engine itself. Skins, models, and effects can all be modified by the end-user with commonly available tools.  
 
 
Legends is built upon the Torque Gaming Engine from GarageGames. The engine has some of the following features:
 
 
 
Platform Layer  
Windows server & client with OpenGL  
Mac OS 9/X server & client with OpenGL  
Linux server, Linux client under development [EDIT : client nux dispo !!!!]
Journaling  
Integrated hierarchical profiler  
Math library, Vector, Matrix, Quaternion, etc.  
Efficient memory manager with extensive debugging features  
Resource Manager  
File and Stream IO  
Keyboard, Mouse and Joystick Input  
SFX/Music driver using OpenAL  
 Scripting Engine  
Integrated compiler  
Intermediate tokenized object format  
On-demand compilation  
C++ like syntax  
Large complement of functions including math,object manipulation, fileIO, TCP/IP, etc.  
Easily extend with plugins  
 
GUI Engine  
Build fully scriptable interfaces  
Includes set of default controls  
Write custom controls  
Includes an integrated GUI builder  
Extensive font support  
 Mission Editor  
Integrated mission builder  
Construct, place, size, scale and rotate objects  
Multi-level undo/redo  
Edit object properties  
Control mission lighting  
Mission scripting  
Built-in terrain editor  
Rule based fractal height field generator  
Rule based fractal terrain tiling  
 
3D Engine  
Multi-pass texturing  
Layered volumetric fog  
Decals  
Detail texturing  
Environment mapping  
Vertex and multi-pass lighting  
True spherical distance fogging (for terrain, buildings)  
Spherical distance clipping (for terrain, buildings)  
 Mesh Engine  
Continuous level of detail based on a progressive mesh algorithm  
Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation  
Mesh vertex deformation animation  
Multi-bone mesh skeletal animation  
Simple interface to multi-sequence animation manager  
Damage detail level  
Collision detail level  
Projected object shadows (clipped against the environment)  
3DS Max & MilkShape exporters  
 
Particle Engine  
Integrated with scripting engine  
Animate texture and scale  
Specify particle mass, drag, starting velocity, etc.  
Sophisticated particle generators which can emit multiple particle types at once  
 Terrain Engine  
Continuous, seemless, LOD mesh generation (using screen error metrics)  
Aggregated tile mip-mapping  
Light mapped for hill and building shadows  
Dynamically generated blend tiles  
Altitude based fog banks  
Seemless integration with the interior engine  
 
Interior/Building Engine  
Portal based interiors  
Seemless integration with the terrain engine  
Detail brushes  
Animated lightmaps  
Buildings can be instanced, placed, manipulated and yes, scaled, with the mission editor  
WorldCraft converter  
 Water Engine  
Continuous, seemless, LOD mesh generation (using screen error metrics) for large bodies of water  
Dynamic waves  
Multi-pass wave crest and shoreline textures  
Integration with terrain and interior engines  
 
Networking  
Uses UDP and TCP  
Award winning client/server architecture  
Packet stream manager  
Object ghost manager with partial object updates  
Bit level stream packing  
String and message packing  
Uses the optimal Notified Delivery Protocol  
 Sound  
Multi-channel prioritized SFX manager  
3D sound support; panning, volume, doppler, cones  
OpenAL  
 
Miscellaneous Libraries and Code  
Spatial Database  
Collision Testing  
Vehicle Physics  
 Tools  
3DS Max plugins, including an exporter and helper objects  
WorldCraft converter and lighting  
Integrated into the engine: GUI builder, mission builder, terrain editor, terrain generator  
 
 
 
 
j'va essayer ca ce soir, ca a l'air vraiment pas mal du tout


Message édité par rem5 le 23-09-2003 à 14:15:52
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Marsh Posté le 23-09-2003 à 11:40:58   

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Marsh Posté le 24-09-2003 à 14:18:48    

Bon ca y esssayé et bon  :sweat:  rien de bien transcendant :
 
Un FPS multiplayer-only avec juste comme mode de jeux le CTF et 3 armes...
 
mais bon c'est en developpement alors tous les espoir sont permis

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Marsh Posté le 25-09-2003 à 14:26:04    

le jeu est peu etre classique ou pas transcendant, je pense que linteret de la news est que des gens sinteresse a nux comme plateforme de jeu (et dieu sait comme ils sont peu)

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Marsh Posté le 25-09-2003 à 16:45:32    

c clair que c toujours bon et ca peux pousser les éditeur a faire des efforts  :)


Message édité par rem5 le 25-09-2003 à 16:45:49
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