Engine Features

all shots taken on my vanta + celeron433, usually at 1152x864x16 + resized to 800x600 thus they might appear to be a bit antialiased. these shots are taken approx in order of creation. thus the later ones give a more truer state of how the engine currently is.


my CV

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  • Flexibilty

    practically everything is treated the same, ie unlike most(all) games the game doesnt differentuate between a rock, a building, a person or the ground. Of course this does incur a framehit but it results in a lot more power and flexibilty.
  • Speed

    10 quake3 guys at nearly 20fps on a vanta! (no LOD involved), even with 40 q3 models this non hardware t+l card. still managers over 10fps
  • Shadows

    realtime soft shadows!
  • tools

    heres a shot of the 'map making' program, it differs to most map making programs in that it lets u move around the world in realtime altering things seeing how the final level will look like. note - each tree is individually shaded, though the method will prolly change if me gets access to a hardware t+l card. its time to give lightmaps a good rogering once + for all
  • volumetric fog

    the fog actually swirls around after seeing this in action, static fog after this seems pretty shagged

    same place, with an extra light turned on and different colour fog

    now using the fog to give a sense of being underwater
  • procedural textures

    this is pretty standard fare nowadays
  • PVS

    (the circled spot is the player as in when the camera was until I froze the pvs) not the best shot at all but its the only one I have on the HD, im to shagged at the moment to rustle up a better one ie why wait hours for the PVS to generate on this machine when i could generate it in a tenth of the time (or less) with a fast athlon + hardware t+l card. A word of advice for any programmeurs out there. PVS is great for landscapes, even on flatish terrain its amazing how much doesn't need to be rendered
  • FRIEMEL

    Im expecting this to be the next big thing with games, after detail textures the next logical step is detail objects (friemel), the objects can be anything rocks,grass,plants etc. btw the grass waves,ripples,moves (whatever grass does u know when wind blows on it) sweet as effect, basically the same applies to the fog even if the movement aint 100% physically realistic having the grass wave,ripple is infinitly choicer than having it static
    archangel in the sun, turner
  • procedural generated objects

    no two trees in the world are the same! (better lighting to come)


    why settle for the low polygon trees of halo/unreal2 when u can have these little beauties, and yes the leaves do rustle in the wind.


    procedurally generated rocks/wood/kina (not coloured)
  • COMING NEXT

    Im working on something at the moment that'll make all the above pale in comparison. stay tuned :) though I dont expect to be able to unveil it for at least 6 months
  • other less interesting stuff of the engine

    indoor/outdoor environment, detail textures, caustics, particle systems, caves/overhangs, lensflares
  • what this engine doesnt do YET!! (partly due to me not having a capable graphics card + partly due to time constraints)

  • per pixel lighting (shadows/bumpmapping)
  • far higher polygon counts
  • per blade grass, bushes etc that get crushed (and bounch back) when someone walks upon them
  • environmently mapped stuff like water with reflections
  • much better physics, i want bones, i want it so ppls arms/legs etc dont portrud through walls etc, this of course means im gonna have to rewrite my collision detection code which took months to write, oh happy happpy joy joy

    credits
  • Roger [666] Bacon the crusader model
  • ID software the hunter model
  • Darren Pattenden the horny model
  • Mike and Bill Jukes the massacre model
  • Thomas "SchwimmelPuckel" Sorenson the massacre skin

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