Battle for Polaris is my biggest C++ project. It is a hybrid of the 3D space combat and real-time strategy genres, with the AI, Physics and Gameplay code written by myself. For 3D graphics OGRE was used, and for the interface CEGUI was used. Although it forms the basis for my MSc dissertation, work on it is ongoing. This version is 0.1 Alpha, so there are some issues (and possibly still that pesky crash bug) to iron out.
- There are one or more crash bugs, associated with player ship destruction.
- Minor visual glitch in the planet model.
- Ship controllers may occasionally get confused and repeatedly turn.
- Victory may not trigger in certain situations (last ship rather than last sector)
- And many more
Click for full-sized versions.
Battle for Polaris 0.1a Demo Gameplay Video (1:54, WMV, 19.8 Megabytes) - A demonstration of various gameplay elements in the preliminary alpha version
Battle for Polaris 0.1a for Windows (.ZIP, 17.7 Megabytes) – Initial release of the alpha – contains many known or already fixed issues (fixed version on its way)
A Linux version should also be available in the fairly close future.
Well, here’s the first post for my blog. My plan is to use this website primarily as a semi-professional blog for my own game development work and related interests. Here you will also find a portfolio of many of the projects that I have undertaken over the years.
What to say.. Well, I’ve just recently finished a 12-month MSc course in “Computer Games Engineering” at Newcastle University. After handing in my dissertation and taking a short break, I’ve now begun to undertake the long-overdue task of setting up my own professional blog; the plan is to put my work up here for anyone interested in seeing it. I’m considering putting the more personal spiel on a separate site for professionalism’s sake, but relevant games and tech-related posts such as reviews and what-not will be seen up here too. In any case there’s not much here for the moment, while the site is under construction.