1. features Demo feature: Collision: Picking: Advanced AI: Procedural modeling: Texture: Gouraud Shading: Time control: Terrain hugging: Particle Generation: Alpha Blending: Simulated Dynamics: Threading: some features are also easy with the system. such as radar, enemy gun facing, gun facing restrain, 2. how to play 3. program framework the system structure is flat, no class hierarchy defined. the game is written in C style, so every thing is flat code There are 5 packages we used in the implementation + half tank : the main package | + driver : main , render functions , idle functions | + global : all game objects a global, for convenient access here is the trade off of security in coding for run time efficiency | + control : attend user input + game objects : classes of game objects in scenes during the game | + Metal Slug : terrain drawing helper Team Tripod Comments: David He: Since we spent so much time on this thing, i'd like to say a few things. for 3 people who had just started to learn openGL, this has been a truly amazing experience, whether the end result is good or bad(hopefully it's good), this has to be the most fun i had in UBC. I like to thank all the friends that supported me during this period where me and my teammates had once 56 hours without sleep. ( mostly debugging, we are too excited about the project to type what we mean) When i hear the support from all of my classmates surrounding me, it's all worth it. I hope we can continue this thing and build it to the version i had envisioned in the start, but one has limited time and ... skill :D for now just wish me luck on my finals. I like to thank ID for quake series and Falcon water free technology for saving us tons of water every year. Someone go fix that map on the 0 floor of DMP, the "you are here" is wrong. trust me, "YOU ARE NOT HERE". (i don't know how i noticed that ?) I made all the models that is used in this game, hope you like the look of them. Metal Slug fans and red alert fans should recognize some of them. ( the house is cheesy, i run out of time :) Watch out for the signs. ok, enough bs, my email is hewei.exe@hotmail.com. have fun in finals. Loyd Zhao: i would like to thank everyone, just like David did. Specially,, visual studio is a good tool, but i think it still need to learn from Eclipse.. thank my team mates' help in every direction,,,,,,,,,,, it's 12pm,, i will play our game for 5 min then sleep BTW, i recommend HalfLife 2, trust me,, it's better than ours...(David agrees) o,, special thanks to halflife and metal slug for our enemy chaser idea this game system supports the enemy tank turret to aim properly but there are some offset issues in model import that are beyond our control. ... try to imagine it then. Arsham Skrenes: I think the two greatest lessons in university is 1) how to study (including finding and acquiring information) and 2) what ones capabilities are. I think the first course that drove this latter concept through for me was CPSC 219; however, this graphics course has certainly been a near second, but certainly a lot more fun! When I started this course, although I knew GUI programming in C++ (Windows) and Java, I had no idea how to program anything remotely 3D. Now I feel as though the only thing holding me back is time, haha. This has been an awesome experience which is greatly attributed to David and Loyd. It has certainly been a pleasure working with such dedicated people (and a real interesting experience going more than 2 days without sleep - not that I'd ever want to go through or see anyone go through that again, haha!) ______________ Resource used: Explosion texture edited based on quake 3. Modeling ideas based on red alert and metal slug. Inspiration comes from million great games out there. Nehe openGL Lighthouse 3D Discreet 3d Max 5.1 openGL libs Visual studio 2003 Robot Frog 3D