glElite is a spacegame, inspired by the Elite, a classic spacegame from 80's created by David Braben and Ian Bell. I do have intention to make a working game at least containing the functionality in original Elite. But with glElite I am not just trying to recreate Elite. I plan to make glElite somewhat more general, yet clean and simple implementation of generic and modular space-roleplaying game.
At the moment user can fly in simple scene containing Sol and planets of our solar system. Since release 1.20 the scene contains a few ships controlled by primitive artificial intelligence. There still is no collision checking nor weapons though.
To jump quickly to other places, you can press key '5'.
I have now decided to make glElite opensource, GPL, and development pages will move to sourceforge. I will finish these changes when I get back from my honeymoon, September 7th earliest.
I have been testing planets, moons and other large bodies. Man, Earth is really big. At 10 kilometer altitude the Earth looks quite flat, and a sphere with 90 stacks and 180 slices has really large quads at 1 km altitude. Even lower altitudes would require very high subdivision, and I don't think that would give acceptable speeds with any hardware - Thus I will keep investigating my alternative dynamic LOD method to render spheres. Game content plans are also progressing, but I won't show them to you ;)
I have encountered now two serious problems, which must be solved. The first one is about floating point precision. Although I am using doubles in all maths (double is IEEE real*8 when I build for Win32 with Visual Studio) they run out of precision quite quickly in Solar system scale. Points on Earth surface for example - less than 7000 kilometers - 7,000,000 units in my OpenGL maths - wobble noticable when distance to camera is few meters or less. This is not acceptable.
Another problem is that I want to multithread glElite / Teddy (Teddy is name for the engine). One thread would do rendering, and the other one would run simulations at fixed time intervals, and do everything else too. I've read that Doom, Quake etc. work like this so it should work. On the other hand I have no idea if this is possible with glut, so I may have to drop it.
Latest test now has scaled down world so floating point precision problems should not occur - at least not so bad. Since last version (1.5) I have fixed depthbuffer, lighting and materials. See readme file for controls (they have been changed again..).
More about glElite is at the development page http://www.cs.helsinki.fi/~tksuoran/glelite/.
Note:Recommended use is to run from commandline / shell interface, with at least 1 MB stack, having executable in same directory as datafiles. Glut for BeOS can be found from Tucows.
OpenGl is included with Windows since Windows 95 OSR 2 release and Windows NT 4.0. If you get error message telling about missing OPENGL32.DLL, you are using older or stripped Windows system. You could try getting these DLL's from glEliteWin32.zip