Its... odd.. to say the least, but its interesting and pretty different, so I thought it would do the job nicely. This hovercar model is created by David Goodman, and be found at the Max Realms site. Expect to see some more game shots very soon. I'm currently working on better collision detection (as always) and level design.
Saturday, March 24, 2007
SkyWay: From X-Wing to Hovercar
Its never been my intention to stick with the X-Wing as the craft for SkyWay because, lets face it, who associates an X-Wing craft with not being able to fly, and jumping and bouncing between platforms? So thanks to the wonderful 3D modelling resource site that is Max Realms, I found this new model.
Its... odd.. to say the least, but its interesting and pretty different, so I thought it would do the job nicely. This hovercar model is created by David Goodman, and be found at the Max Realms site. Expect to see some more game shots very soon. I'm currently working on better collision detection (as always) and level design.
Its... odd.. to say the least, but its interesting and pretty different, so I thought it would do the job nicely. This hovercar model is created by David Goodman, and be found at the Max Realms site. Expect to see some more game shots very soon. I'm currently working on better collision detection (as always) and level design.
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5 comments:
Hi, I'm interested in the results of this. Is the hovercar not too high in polygons? If so, I can make you a lower poly version with less smoothing however. ~David Goodman
Well, the .x file is quite large (around 3 megabytes), but XNA seems to handle it very well. I haven't seen any drop in performance as yet, though I'm still currently only testing on one computer. I'm still only a novice with programming and 3D graphics, so I could be missing something. I guess we'll see once I start adding more elements to the game over the next few weeks. Thanks for the offer, it may be worth pursuing for less cost of graphical power.
Also, just out of interest, how did you know about this blog post so quickly? Through the link?
The size of the .x file doesn't matter as much as the number of polygons to be rendered in the scene. I don't remember how many polygons the hovercar has offhand, but it's huge for a game model. I would suggest using the current version for testing. If you decide to go with it for the final model, then let me know about building a more game friendly version.
P.S. I found your site via my site's log entries. Big Brother, you know. ;)
Haha, I see. You were damn quick in picking up on it :) Well, the game is only meant as a University project, and the mark scheme won't be affected by the model used or anything like that, since my course is all about programming and not about 3D graphics. However, if you were as kind as to make a lower polygon model, that would be really helpful. Only if it isn't too much time or trouble.
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