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SS:Zero Project Update

Mon, Nov 27, 2006

SS:Zero

I have resumed work on the project known as SS:Zero. This was a project I started back around 2004 to help develop my first DirectX 8 game engine. It was great fun for me, and a great learning process as well. As a result of learning as I coded, the source code was a jumbled mess and I eventually decided that it needed a huge re-write. Well, now that 2007 is nearly upon us I have decided to resurrect SS:Zero from the binary graveyard and re-code it… from scratch. It shares the same DX9 engine that I wrote for ConceptRS, just stripped down a bit because I really only needed 2D elements. I am writing all the physics routines for this game in an attempt to further my knowledge of the subject, but I am getting help for the collision detection. I have decided to use a 3rd party collision library called gImpact, and even though it is only at release v0.1.1 it is by far the easiest to implement and the fastest performing one I tried out. It supports full trimesh to trimesh detection, and works perfectly. Francisco, the project lead, has been a huge help getting gImpact running in SS:Zero - many thanks to him.

With SS:Zero, I’m not making any promises or bringing anyone onboard to help out anytime soon. Who knows, I might become super busy in a few weeks and have to drop it again for a while, so I want to keep the project fun and light, without having to report to anyone.

I have posted up 3 new screen shots in the SS:Zero Screen Shots section, so head over and take a look!

This post was written by:

Jon Tackabury
Binary Fortress Software, Lead Developer

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