I'm Xi Chen, and I'm studying Computer Science at UNSW. I'm a C++ programmer. Devil May Cry 3 tournament player, Falcon 4.0: Allied Force simmer, Quake Live player.
A strong melodic progressive trance track with rolling bass and focus on complex rhythm.
Also my project for my sound course SOMA3615 at College of Find Arts, NSW.
Made in FL Studio 9.
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“Falcon 3.0. It’s not a game about flying jets. It’s a game about intelligent application of real world tactics and skills, in a harsh combat environment.”
- Phil Handley, USAF Retired, record holder of 1st and only recorded supersonic gun kill in history.
What can a simple computer game achieve? Today, everybody knows graphics are getting more and more realistic, GPUs and CPUs are getting faster my the minute, and soon we will have virtual reality at our fingertips. But, how far can a mere computer game go?
Falcon 4.0. That’s how far a computer game can go.
As a reviewer once said, if you ask any combat flight simulator enthusiast what is the best fighter jet simulator, you will get the answer “Falcon 4″. If you ask the same person what is the worst fighter jet simulator, you will get the same answer.
Hello, here I’ll be continuing on from part 2 of ‘Making of a FPS’.
I will be talking about implementing weapons.
We are making a tactical FPS, so the weapon model has got to be one of the things that shine. So far, we’ve got entities that run around the map that are able to shoot dead straight lines out of them.
I’ve just tried Left 4 Dead 2. While the game is fantastic, the ridiculous un-changable FOV setting gives me a constant subconscious urge to Alt+F4.
Field Of View, or FOV, is the angle between the left and right planes of your view fulstrum. Most last generation game engines defaulted to a natural 90 fov, and for players that are used to higher, they could change easily in console settings.
Low field of view = binoculars, zoomed in. High field of view = normal vision.
Hey guys, I’m Xi Chen, happy to be a new writer here at Number 17. I’m a gamer, composer and programmer, and I’ll be mostly writing about hating mass media games, development or sometimes software stuff.
Introduction
Ever wondered just what it takes to make a 3D first person shooter game? Ever wondered how games are made? I’ll be trying to answer that in detail as my next few posts. From zero to hero, from scratch to Quake 2 engine, I will try and describe the process without going into anything a normal technically aware person won’t understand.