Heh, I'm a little mad now, because I came to the forum expecting to post a thread, but to my surprise there was already one witht he same title I planned to use "summer work".
allwell.
Any way, practically the same idea as EVBlade. I'm working on several projects full steam to add to my portfolio so I can get a programming job. Thought I'd post a picture of the first project I'm working on, inspired by Magos remake of SkyRoads. I'm doing a remake myself now, but more cross mixed with JetMotto. That is to say (with out offense intendid) more complex graphics and earth themed maps.
I'm working on the tech stuff right now, model loading and fps saving. heres a screen shot of a floral tree model. The model itself is 555 triangles and uses alpha blending on the foilage. One model doesnt affect the fps ,its upwards of 1000 (what it runs idle), and increasing the number of viewed models to 9, only decrements the fps by half. Not bad for all the alpha blending etc.
As far as my remake of sky roads I plan to impliment:
Terrain maps - 1/3 done
physics engine (forces local to maps) - not started
liquid mesh patches (with real water like flow!) - not started
md3 model loading/textures - done
music - not started yet :P
xml powered menu - not started
xml powered ingame gui - not started
map editor - not started
As far as the xml goes, I'm working on using xml tags to define menu components--then writing a file parser that can load and use the menus. This will actually allow for the game to modable as far as gui and menu are concerned. So some one could make a bunch of jungle styled maps, create a menu system and ui interface jungle themed and release those files as plug ins.
I'll keep updates posted in this thread. so stay tuned.