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Finally iteration 2 of Project L has been released for download on hUb. This has been a tough iteration for me personally with a lot of stuff going on irl. Some things from the previous iteration has been addressed such as the addition of a small menu where you can flip the mouse axis and actually quit the game The biggest gameplay additions are the ability to jump (use rmb for this) and the spawn and exit points. I would appreciate any feedback, comments, encouragements or bashing. |
Submitted by hObbE
Fri, 08/28/2009 - 08:50
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Albeit there is not much actual gameplay as of yet I feel that progress is being made and that I'm growing more and more fond of this project, especially the kind of ancient civilization ruins theme that seem to have been evolving 



Yay I climbed that tree
Good Job The particles
Good Job
The particles makes my integrated Intel GMA950 go sad face.
technical
It would be interesting to see the wireframe of your level; do you merge polygons that lie on the same plane, or is it just a single grid size throughout?
/johno
"you can't stop the change"
@Walt He, the particles are
@Walt He, the particles are actually mostly an experiment. The shader renders the exact same particle data in four passes (fillrate alert
). So from the code it's just one call mostly I just wanted to test out how creative I could be with some very basic particle data (position, uvs, size, time to live) 
@johno There are 6 (if I remember correctly) grid sizes. When editing things are merged and split accordingly. But since this works more on a volume basis (kind of like an octree) there must be a "full volume" for things to be merged. If you're really curious you could edit the standard.fx shader to get a wireframe I guess
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