I haven\'t officially signed up to do NaGaCreMo, but I\'m currently compiling my project in release(it\'s gunna be a little while!) and I\'ve decided to share it with you and set myself a little target for the end of the month.
So, what I\'m doing here is creating a game engine which I plan to loving craft into a first person shooter. I\'m hoping for a bit of a chaotic game with lots of running, shooting, jumping and explosions. I\'m a while off yet, but I have the very core of the graphics, physics, input and networking working. I'm using Ogre3D, bullet physics, SDL, MathGeoLib, and RakNet and it's entirely written in C++.
Attached is a screenshot of the game, as you can see, it\'s not much for looks yet! You can fly around in a little ball (the camera collides and reacts with the scenery) and spawn cubes which fall from the sky. You can connect to another instance of the program, and objects will spawn when the host spawns them - and the two instances of the game will stay in perfect sync. Woo! The client can\'t influence the simulation yet, though.
So my goal, is to have something vaguely resembling a first person shooter by the end of the month - that is, ability to walk around and see the other players in first person, and the clients to be able to do the same. I don\'t care if it\'s just a cube walking around.
Oh and did I forget to mention? It's cross platform, it compiles and runs on Windows, Linux and OSX with a little persuasion.