| Submitted by , posted on 29 November 2004 |

Image Description, by This is a screenshot from the game "Roketz3D" that was created by me and a friend as our contribution to the 3D game coding competition in the course "Advanced Computer Graphics" at Chalmers University of Technology. It was an experiment and it's not even remotely close to being a finished game (but it did win the competition :)
The game is supposed to be a 3D version of the good old gravity/thrust based games which have been around more or less since the birth of home computers. The name comes from the Amiga game Roketz, which I enjoyed alot when I was younger.
When it comes to the controls, going from two to three dimensions adds quite a bit of complexity. We have tried to come up with a reasonable control system, but the result is... hmmm, less than intuitive. To be honest, it's more or less unplayable for newbie pilots, and something should definitively be done about it. After hours of practice though, it's possible to fly pretty well, and the feeling is quite nice. And after all, who said flying a rocket should be easy? :)
Stuff implemented:

> - Descent3 D3L level file loader.
> - Wavefront OBJ loader.
> - Bounding sphere frustum culling.
> - Portal culling.
> - Static world lighting by lightmaps.
> - Axis aligned BSP tree for collision detection and lighting.
> - Dynamic world lighting.
> - Collision detection and response.
> - Animated billboards.
> - Particle systems.
> - Advanced camera movement.
> - Dynamic cube mapping.

Definitively nothing fancy by todays standards... But it all came together quite nicely in the end.
A bit more information is available on the project webpage: http://www.dd.chalmers.se/~f99laan/roketz/

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