Version 22, last updated by Mc Cann Simon at Dec 04 16:43 2008 UTC
Welcome to the Assembla page of Roadkill.
A futuristic racer where the player doesn't press a button to accelerate but actually cycles. With this the player gets a good work out while not getting bored. The player can choose 1 of the 2 playing modes. Race against a ghost car or to a point-to-point race like the old arcade racing games.
Engine:
First we were going to use the Torque X engine from Garagegames. But after reading some pages of the manuel Dimitri sugested that we could use Leadwerks Engine. So we had a look and it didn't take long to convince us to change to this engine. It seemed that this engine uses OpenGL, and because 2 members of out team have ATI grafic card it made a problem. Apparently the OpenGL on those Ati card aint that good. Then we looked at the older engine from Garagegames, the Torque game Engine... It's agood engine but it's in C++ and not C#. Not that that was a big concers because we get C++ in classes. Anyway we made a choice and it will be the Torque Game Engine Advanced from garagegames.
So what does this engine give us? A lot!
* Edit in real time
* import polysoup object. (These object can be instantly uses for colision and the shadow will fall onto them, and it makes shadows ofcourse.)
*Use moders shaders and post processing. (the modern shaders wasn't in the the normal Torque Game Engine)
*And we can instantly port it to the Xbox 360.
Also it gives us a better website, because the Leadwerks website wasn't stable, so looking up documentation could have become a problem.
Team:
In the left top corner we have Dimitri Viaene as Technical artist, in the right top corner we have Tibo Van Schuylenbergh as 3D designer, in the left bottom corner we have Danijel Beljan also as Technical artist and in the right bottom corner we have Simon McCann as programmer and lead. So now lets get ready to rrrrrrrruuuummmble!
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