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Old 31-01-2005, 04:35 PM   #1
Sebatianos
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Default Kens Labyrinth

Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review and Download (if available)

Last edited by Luchsen; 23-01-2008 at 02:52 PM.
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Old 31-01-2005, 07:07 PM   #2
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bloody kids! child prodigys! i think he was only a few years older when he made the build engine
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Old 31-01-2005, 07:37 PM   #3
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AFAIK this game wasn't based on the Wolf3D engine at all.

Ken Silverman on Ken's Labyrinth
                       
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Old 31-01-2005, 08:13 PM   #4
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Interesting. A great talent already at work at his first years. I'm a little jealous. I wonder how hard it was for him at that time.
                       
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Old 31-01-2005, 10:14 PM   #5
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im 12 im working on a fps right now.......
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Old 31-01-2005, 10:46 PM   #6
Havell
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Most of your work is already done for you as you are using Ganemaker, Ken had to do much more work for his game.
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Old 31-01-2005, 11:58 PM   #7
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very true
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Old 01-02-2005, 01:18 AM   #8
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I remember playuing the demo of this a long long time ago
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Old 01-02-2005, 01:57 AM   #9
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Oy momma, 12... I took a look at the sourcecode of Wolf3D, Doom, Quake and Duke Nukem 3D, all in C++, and it boggled my mind. Was 18 at that time. That kid's had one heck of an upbringing, knowing such coding at such an age. Mom'n dad in the business too, I suppose.
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Old 01-02-2005, 03:49 AM   #10
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I was very intrigued by Mr Silverman, and decided to find out more about him. Check out his website at http://advsys.net/ken/.

Here, you can see his latest project - and one that is definately worth publicizing. Since 1994 he has been working on a game engine called Voxlab. Instead of using polygons, it uses cubes, and thus the world is built like out of Lego. This gives serious advantages, including destructable worlds, ability to create an "inside" of any object, dynamic models, etc. You can download two demos which both display the power of this engine.

Personally, I am very intrigued. On one side, it has so many advantages over polygons, but right now its not very developed (the graphics do look poor by today's standards). However - if the resolution of the cubes is lowered (that is, more cubes per millimeter) and new games are created with it, this could be big. I know I want to make a game using this, and maybe I'll pull out the old C++ book and start reviewing!

Anyway - check out the demos for the engine and tell me what you think.

EDIT: I have been a little bit yelled at because my idea of lowering number of cubes would apparently make the FPS skyrocket. True - but with the right technology used to implement this system, I'm sure that it can be fixed. I am not saying that THIS Voxlab is perfect, but the idea (which I don't think was Silverman's) is worth exploring.
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