Heh, the brick walls are only an illusion! I moved the characters outside of the arena (took a long ass time though... why is it so huge? Oh to prevent people from goin outside?). Anyway, if you want your game to become a big hit, you can't allow wallhacking like that!

jk
I was wondering why the other guy was getting hurt when I was walking into him, then I realized damage is probably just connected to collision detection.
Here is a project I just did in our openGL class. It's not a game

, it's just a little interactive application. T for texture mapping, E for environment mapping if texture mapping is enabled, 1-8 number keys load the different textures (so long as texture mapping is on you'll see them). l (lowercase L) lowers the tesselation of the torus, capital L (shift+l) increases it. r reduces the minor radius of the torus, R (shift +r) increases it. p and shift+p change some shape parameters for the torus. C disables openGL lighting and does software lighting (to achieve a bronze effect). f key toggles between flat shading and smooth shading. w key toggles wireframe or solid mode. 0 was my failed attempt to do a sphere using the torus equation (at high tesselations and with smooth sharding on it looks ok). Q quits the program. Oh yeah, and I know the rotation is sort of messed up

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