The core game functions work..it can be played multiplayer, there is no single player functionality yet. It is a turn based game in which the two or more players assign orders to their units (fairly basic orders at the moment) and the game then proceeds to play out the orders in real time. I initially planned to have it as a real time multiplayer game but was having too many problems with out of sync errors..and there are less tactical decisions that can be made in a real time game. The game is written so that the basic units can be either animated billboard/sprite models (64 frames with 8 frames in each of 8 directions) or static meshes or animated meshes with 4 different animation modes, idle, moving, attacking and dying. The vegetation will be billboard/sprites also. The minimum spec machine for this will be my machine - an AMD 500 Mhz, with Geforce 2 MX although I do not know how much system RAM it uses.
Most of the code is my own, although the networking code is using blitzplay lite and the code for the motion of tracked/wheeled vehicles over the terrain is from the Code Archives and the skybox is from terragen. Also the code for generating the terrain texture is from some source I saw on flipcode for generating a kind of procedural texture.
There is still a long way to go it seems yet I am pleased with my progress so far.
Here are some screen shots:


Most of the code is my own, although the networking code is using blitzplay lite and the code for the motion of tracked/wheeled vehicles over the terrain is from the Code Archives and the skybox is from terragen. Also the code for generating the terrain texture is from some source I saw on flipcode for generating a kind of procedural texture.
There is still a long way to go it seems yet I am pleased with my progress so far.
Here are some screen shots:

