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Kens Labyrinth
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Review and Download (if available) |
bloody kids! child prodigys! i think he was only a few years older when he made the build engine
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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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im 12 im working on a fps right now.......
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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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very true
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I remember playuing the demo of this a long long time ago
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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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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! :D 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. |
I Played This Sooooo Much as a child... it was one of those things that u could get addicted to overnight and never stop, but as i played more recently, i remembered how brave i was, games like this make y wanna puke after to long, and i don't no how i survived!!! GR8 Game, Brings Back Memories, and ummmm i need to puke now.........
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Heh, I went through a time of trying to program stuff. Got as far as hello world! before I gave up and decided it would be less annoying just to buy the games.
I've got Ken's labyrinth somewhere in the house and I remember it being pretty good, perhaps I'll give this a go. |
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According to that web site, Ken was born in 1975. 1993 - 1975 = 18. Dear reviewer, such urban legends sound nice, but please stick to the facts. Thank you. |
Maybe he started on it when he was 12?:]
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played this game when it first came out..man those were the days...good shareware games from epic and apogee :D
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I remember this was the scariest game i ever played the time this was out, I got nightmares of the witch in beginning of level 2, the one i never could kill:O:O
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He TALKS!!!:blink:
Does he give any indication at all of when Duke Nukem Forever is coming out??!? :D No? :wall: |
30 September.
Is Mr Ken making that game? |
Ken's Labyrinth was developed by Ken Silverman and Andrew Cotter in 1992 (development started 1992-06-16, v1.0 released 1993-01-01) and originally distributed as shareware (5 levels free as in beer, the full 27 level game (v1.1, released 1993-01-16) available for $25). Version 2.0 (with improved art by Mikko Iho and many other improvements) was released 1993-03-21 as the new shareware version (10 levels) through Epic Megagames. Version 2.1, the new registered version (30 levels) was released 1993-06-22 and sold by Epic Megagames for $30.
The registered version (v2.1) of Ken's Labyrinth was released as freeware 1999-11-16 by Ken Silverman (with permission from Epic Megagames). Later, 2001-07-01, Ken released the source code to v2.1. The code is licensed under Ken's own license. Based on the source Ken released in 2001, I wrote a port called LAB3D/SDL, which was initially released 2002-08-26. LAB3D/SDL should run on most systems with OpenGL; I release Windows (9x/NT/XP) and Linux i386 binaries myself, and the source code (also available) compiles and runs on many other Unix-like systems (e.g. FreeBSD and Solaris). I haven't tried compiling it on OS X, though. LAB3D/SDL features high-resolution OpenGL graphics, Adlib emulation (for correct playback of the music) and support for all four publicly released versions of Ken's Labyrinth. LAB3D/SDL is under the same license as Ken's source code release. The "OpenGL version" of Ken's Labyrinth on Abandonia is LAB3D/SDL v2.32 (the latest version) with the Ken's Labyrinth 2.1 (latest registered version) data files compiled for Windows 9x/NT/XP. Ken's Labyrinth LAB3D/SDL |
In the bio, he says he made Ken's Labrynth around 1990's (15 years old?) and that the build engine came to life in 1993, that was when he was 18.
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Sorry, but I don't care if the creater of the Build engine made this and that freaking Epic Megagames was in the mix, it's still shit.
0/10 |
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