<img src="https://dl.dropbox.com/u/32312199/pauls-raycasting-hybrid.jpg" border="0" />
Here's some stills of our new Pseudo 3D Raycasting game I've programmed! I made a faster algorithm than standard grid checking/pixel progressing so I've got much more overhead and can be effectively played in C2.
-My own audio zones with panning and diffusion and stereo delay (closed-eye locating!), zones can overlap and trigger one-shot sfx or loops (I'm using the sound of white noise in front of tv displays)
Note: This was built a week before the new audio updates, I haven't had a chance to look at the new audio fx that were just released
-Dynamic lighting, when you launch a missile it'll light up the surrounding walls, lamps illuminate areas
-Destructable terrain, teleport gun
-Enemy pathfinding (the c2 plugin)
-Extremely fast sprite/block layer checking
-Jumping and crouching
-Parallax and rotating background
-Rotating sprites (36 frames, trees/rocks) and billboard sprites for symmetrical sprites (lamps/poles)
-Made Oculus Rift ready (dual projection within screen, just need a pre-distortion shader then it's g2g, I had to put this in because my dev kit comes at the end of this month)
-Mirrors (this has been cpu intensive, still trying to make this quicker)
I will post a video on our Fireskies Studios YouTube account, and website very soon! If you are interested in the game, we will be posting a survey soon with various themes to start the direction of our new game using this engine!
Paul <img src="smileys/smiley2.gif" border="0" align="middle" />