Jett Tailfin Racers THD - Tegra 2 | 3DS | Wii U
Jett Tailfin is a Kart-like racing game developed originally for Nvidia Tegra and is now being ported to the Wii U and 3DS.
You take on the role of Jett Tailfin and his friends, racing through various undersea courses. The sea can be a dangerous place, though - look out for shark attacks! and octopi that can hamper your progress.
You do want to recharge by swimming through the bubble streams or get a really good boost by navigating through the jet streams that can whiz you to first place.
You take on the role of Jett Tailfin and his friends, racing through various undersea courses. The sea can be a dangerous place, though - look out for shark attacks! and octopi that can hamper your progress.
You do want to recharge by swimming through the bubble streams or get a really good boost by navigating through the jet streams that can whiz you to first place.
My Role in this game
I performed various roles during the development of the game. My main role was Gameplay programmer, developing solutions for smoothing the accelerometer controls, improving the feel of the weapons and conveying the notion of speed. The biggest challenge in this project was making the controls feel good while allowing the player to move in all 3 Axis.
Additionally I also participated on the development of the Engine, creating State Management, Input Controller and also some minor Shader Development in GLSL. The engine was created entirely from scratch.
C++ was used for the engine and all the game play programming.
GLSL was used for creating the Shaders.
OPENGL ES was the graphics API for the project.
Official Website
I performed various roles during the development of the game. My main role was Gameplay programmer, developing solutions for smoothing the accelerometer controls, improving the feel of the weapons and conveying the notion of speed. The biggest challenge in this project was making the controls feel good while allowing the player to move in all 3 Axis.
Additionally I also participated on the development of the Engine, creating State Management, Input Controller and also some minor Shader Development in GLSL. The engine was created entirely from scratch.
C++ was used for the engine and all the game play programming.
GLSL was used for creating the Shaders.
OPENGL ES was the graphics API for the project.
Official Website