BendBall was my first 3D game project in C++. Its primary purpose was to help me teach myself OpenGL using GLUT, as well as the use of shaders with GLSL, and later on for writing my own physics engine. If you’ve played Pong, you’ll comprehend the basic gameplay – it’s 2 players (no AI yet), there is a ball and a paddle for each player, and each player’s objective is to get the ball past the other’s paddle. The twist is that it’s in 3D.
- An AI-controlled player.
- Progression of the game over time – e.g. arena spin speed and ball curve rate.
- Tweaking of physics and game configurations for balance & playability
- The “ball grabber” feature needs to be weakened so that it can’t just grab the ball all the time.
- The GLUT timer function is weird, or incorrectly set up, so performance may differ between machines.
- The ball may pass through a paddle when moving too fast.
- There is a crash bug that may be related to the above issue.
- The depth marker for the ball may return when the ball is destroyed
- The ball bounces incorrectly when it is “rolling” on a surface.
Click for full-sized versions.
BendBall 0.1a Demo Gameplay Video (1:37, WMV, 34.6 Megabytes) - A demonstration of a sample game in the preliminary alpha version
BendBall 0.1a for Windows (.ZIP, 2.4 Megabytes) – Initial release of the alpha – contains some known issues (fixed version on its way)
Version for Linux may be forthcoming once I work out how to get it working outside of Visual Studio..