   Breakout/Pong game prototype
Here is a working and playable prototype of a game I've been working on in my spare time this summer.  It's sort of a combination of breakout and pong.  It's not anywhere near complete and it has bugs but it is playable so enjoy.  I uploaded the map that was the most complete out of the 8 i have, but keep in mind im no level designer ;)Some Areas I seek to improve :   texture mapped objects, map backgrounds, particles, floating score numbers  add conservation of momentum and mass to ball-ball collisions  fix the collision bugs with moving paddles-balls  make the AI better  make the game more polished, finish miscellaneous other features I'm not going into here  menu system  random block effects  It seems to me that the paddle might be a bit cumbersome-- if this impression persists I will work on that too.   
  Alright. New build, same link.  This one is fullscreen, has a new mouse input system (though world-paddle collisions are off ftm) and a framerate counter.  The mouse movement was sluggish before on my pc but playable, but I've been told its unplayable on others, so I changed it.  Giving me an idea how it performs on your system would be very helpful ;) ;  Wow, that's the first game I ever made. Yours is much, much, much better.   ;  works pretty well on my compute.nice work.   ;  word good stuff!! i got 30-52 fps on a amd64 something processor. looks like the rendering is locked to a frame rate or something as it's a bit jerkey at times.   ;  I had some problems on my PC, the game is going very, but very slow! (AMD 2500+, WinXP, Readon 9600). But the game looks nice :) I'd like to see the final version.   ;  Thanks for the replies all.I'm finally willing to start working on this again. . . So there's two MAJOR issues with this prototype--The first is collision detection for moving objects.The paddle I'm treating like any other brick and it works  100% when the paddle is not moving.  However, if I try to hit a ball with the side of a paddle, it will pass through the ball.  I would like to be able to "sideswipe" a ball with the paddle as in some of the better breakout games I've played like Ricochet: Lost Worlds.  If someone could post how they've handled this problem or help me find an article on collision detection between 2 moving objects, I would be appreciative.  The second is game speed.  The game is NOT capped to a particular framerate.  According to the replies, it is running slow.  I don't know about the others who claim slow performance, but the framerate counter is reading very high values when it was running slow.  The "symptoms" are peculiar.  It runs smooth, but in "intervals", like it animates, slows to a stop, and animates again. This symptom does not always occur on my system, but when it does, it will happen every time I run the program until I restart my PC.  This is peculiar, but I wonder if my time-based movement doesn't have a bug in it somewhere, as I can't think of another solution.  At any rate, those who experienced poor performance, If you could restart your computer and see if that helps, that might let me know If we're talking about the same thing.   ;  do yo have vsync enabled   ;  now that you mention it, yes.  I turned it off, and it runs 1000 times worse, despite 200fps.  Interesting.   ;  Alright, I think I fixed the slowdowns.  Feel free to try it again, dl link in the OP.  I was using GetTickCount and a bit of research taught me that it was too inaccurate for my purposes.  I'm seeing light at the end of the tunnel here for bugfixes ;)