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Tank Commander Design Project

 
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Thu Dec 10, 2009 12:43 am    Post subject: Tank Commander Design Project Reply with quote

I guess this sorta qualifies, as about 2 of the 8 models shown in the following demo were created in DeleD, although one had its collision volumes defined in deled.

http://www.youtube.com/watch?v=aD4hNHLJvMM

It's not much of a game, nor are there very fancy effects. It's for a design project class I had this semester (we presented the above earlier today actually). Most of the body of work was the engine itself, which is a scenegraph engine built ontop of the XNA framework. The engine design and implementation was largely my doing on the project, there's still a lot of work that still needs doing though.

A part of the team I worked with will be carrying the project (the actual game that is) over for another class next semester, and as for the engine, it's something I plan to develop a lot further in my spare time too.

As with jMonkey engine in the past, I hope to do some work possibly integrating DeleD more into the art pipeline, not just for models (as the .X exporters do just fine) but for tagging entities and such. DeleD's always been my modeler of choice heh.

Edit: At the end, when we go to the ending screen we won, it does it rather abruptly before the model gets taken out of the scene Wink. Also I noticed, the actual demo we showed had some last minute sound effects, so it wasn't as monotonous (there were a few others other than that metal explosion).
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