Disecting ShipHo!By Rim van Wersch, January 19 2006 |
In this article series we'll take a closer look at Rim's entry for the GameDev 4e4 competition, called ShipHo! It was implemented in only three weeks, so it's not a completely finished game by a long shot, but we'll use it to show how various game mechanics can be implemented in MDX. Some of the things we'll look at in this series include resource management, basic collision detection, scene management and deployment.
The complete source code for ShipHo can be downloaded from the files section below. It should be interesting as an example project and you may wish to extend it to actually make it a game. Because of the short timespan we had to implement ShipHo!, it's little more than a specialized engine to create a naval shoot-em-up. Though this didn't fetch us a top 5 ranking in the GameDev 4e4 competition, it's the perfect codebase for this series.
Please feel free to use the code from ShipHo! in any way you like, you don't even need to credit us. But we would appreciate it if you'd drop us an e-mail if you use it in your project, so we know it's been put to good use and so we may add your project to our references. The only restriction on the code of ShipHo! is that we ask you not to publish it -or any part of it- on another tutorial website. Please feel free to link to this page though or send us some feedback if you want to see another part of the code explained.
| Continue reading about Resource Management
Files for this article
Filename | Size |
? ShipHo source project.zip | 4.2 MB |
Further reading
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