Okay, to be more specific: "multiplayer FPS".
Yes, I contact the Fullsail guys from time to
time on topics like Humid. I even beta-tested for
Roboforge. They're both wonderful projects. But you
don't see the limitations from just the demos.
The Humid team has FPS down pat. Their biggest
obstacle (which they may have solved, my information's
not that current) is a "networked" FPS, like Quake or
Unreal. Implementing a system to resolve N-body
collisions (e.g. during a close-quarter rocket fest,
which happens quite often) is no easy undertaking.
Keeping those collisions in sync over a network...
Again, peruse the Java 3D community site at
http://www.j3d.org/ (temporarily on
http://www.starfireresearch.com/j3dorg/) for more
details.
Liquid Edge Games has "multiplayer" down pat.
But Roboforge is not an FPS. It's not even an S; no
guns are allowed. And first-person means controlling
the avatar from its perspective, not just viewing the
world from its perspective. You write an AI for your
bot, then you send it to the arena, and from there you
can choose from various views. You are NOT in direct
control of the bot while it's fighting.
As for the critter game, it's a 2D side-scroller
in spirit.
You can search through the archives for
discussions on overlays. The discussions should give
you some ideas on how overlays are done; again,
contact the others for more information.
Cromwell
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