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whenever I was going into a new programming language, the first thing I did was to implement a simple, multiplayer lightcycle clone...<br> | whenever I was going into a new programming language, the first thing I did was to implement a simple, multiplayer lightcycle clone...<br> | ||
...with todays computing power and Metalab's thinking power it should be no prob... :) | ...with todays computing power and Metalab's thinking power it should be no prob... :) | ||
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+ | [[Kategorie:RetroGaming]] | ||
+ | [[Kategorie:Gamedev]] |
Aktuelle Version vom 2. März 2011, 20:26 Uhr
Matrix Blaster
We've all seen [Tron].
The [lightcycle] game sticks.
How about creating an unbeatable A.I.?
Goals
- make an unbeatable [A.I.]
- even with today's computing power, let's do it in [C] for it to be as fast and portable as possible
- do it in style, i.e. [client-server model] with minimal overhead
- scalable resolution (i.e. playable in 320x240/1280x1024/+++)
- [GPL] license it
Ramblings
...been thinking about doing this for ages...
whenever I was going into a new programming language, the first thing I did was to implement a simple, multiplayer lightcycle clone...
...with todays computing power and Metalab's thinking power it should be no prob... :)