Thread: Screens of Projects

  1. #1
    Crazy Fool Perspective's Avatar
    Join Date
    Jan 2003
    Location
    Canada
    Posts
    2,640

    Screens of Projects

    i havent had much time this summer for hobbie programming (had a full time programming job) but i did find some time to start a new terrain engine with OpenGL. Some of you may have seen my last terrain engine... well, i tossed that and started a new one from scratch. Its much better

    it features:
    -height mapping
    -per vertex lighting
    -dynamic lighting
    -fog
    -skybox
    -frustum culling (although its not being used yet)
    -my own PVS algo
    -terrain gravity (?) (camera follows terrain)
    -first person, third person chase, and third person overhead camera states.

    anyway, here are some screens..

    Using gametutorials skybox images
    Dense Fog

    So lets see some screens from everyones current projects. what have you all been up to over the summer?

  2. #2
    Confused Magos's Avatar
    Join Date
    Sep 2001
    Location
    Sweden
    Posts
    3,145
    Well, I've been working on this highly metroid-influenced platform game for over a year .
    Sadly, this project is practically abandoned. The only big thing left was to make enemies, and the graphics for them. I got bored from making/extracting the gfx and haven't done anything on it for several months...

    Anyway, here's a screenshot of it:
    MagosX.com

    Give a man a fish and you feed him for a day.
    Teach a man to fish and you feed him for a lifetime.

  3. #3
    & the hat of GPL slaying Thantos's Avatar
    Join Date
    Sep 2001
    Posts
    5,681
    I hate you Perspective. Of course that hatred is fueled by an extreme level of jealousy

  4. #4
    Registered User Bieh's Avatar
    Join Date
    Sep 2002
    Posts
    83
    Well, the normal site I use for hosting is down atm (server's being moved :/), so I can't show off my normal range of shots

    But here's a couple I took just now, anyway. The JPG compression kinda messes up the quality, though, and the board won't let me post anything bigger than 640x480

    First Pic:
    Two tanks and a jeep (just visible on left) battling on a CTF map
    "It always takes longer than you think, even when you take Hofstadter's Law into account."
    -Hofstadter's Law

    Bored? Try my game SpaceWars , made in Allegro and VC++
    or see my new game Redoubt , made in OpenGL and VC++

  5. #5
    Registered User Bieh's Avatar
    Join Date
    Sep 2002
    Posts
    83
    And #2:
    A couple of bots battling in a volcano
    It's kinda hard to see at that size, but I was right in the crater.

    Sorry for the double-posting, but I can't see any way to attach more than one image to a post
    Last edited by Bieh; 08-16-2003 at 09:30 PM.
    "It always takes longer than you think, even when you take Hofstadter's Law into account."
    -Hofstadter's Law

    Bored? Try my game SpaceWars , made in Allegro and VC++
    or see my new game Redoubt , made in OpenGL and VC++

  6. #6
    Registered User
    Join Date
    Mar 2002
    Posts
    249
    Wow. Now I'M jelous. All those pics look amazing!
    And, here's the game I was working on over the summer. Wait, did I say working? I meant playing.
    Well, there are a few things wrong with your code:

    1) It does not work.
    2) It does not work.
    3) It does not work.

    Hope this helps.

  7. #7

  8. #8
    Registered User
    Join Date
    Mar 2002
    Posts
    249
    Perspective, what's your programming job?
    Well, there are a few things wrong with your code:

    1) It does not work.
    2) It does not work.
    3) It does not work.

    Hope this helps.

  9. #9
    Crazy Fool Perspective's Avatar
    Join Date
    Jan 2003
    Location
    Canada
    Posts
    2,640
    Originally posted by funkydude9
    Perspective, what's your programming job?
    i am a research assistant at my university. I spent the whole summer writing programs to parse and analyse data, mostly running graph theory analysis. Right now im writing a program to simulate query forwarding in a P2P network using HC Routing Indices.

    Magos: you cant give up on that project! it looks so good!

    Bieh: As always, thats looking really good. What type of LOD alogrithm are you using to render your terrain?

  10. #10
    Registered User
    Join Date
    Mar 2002
    Posts
    249
    Woah...that reminds me alot of DOOM III.
    Well, there are a few things wrong with your code:

    1) It does not work.
    2) It does not work.
    3) It does not work.

    Hope this helps.

  11. #11
    Crazy Fool Perspective's Avatar
    Join Date
    Jan 2003
    Location
    Canada
    Posts
    2,640
    Originally posted by funkydude9
    Woah...that reminds me alot of DOOM III.
    it should remind you more of Quake III since its a screen shot of silvers Q3 BSP loader

  12. #12
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    Well it definitely shouldn't, those shadows are hard static pre compiled shadows that are actually textures, not generated from stencil shadow volumes, but they run fast. It takes too many calculations for a fully dynamically lit scene (calculating the silhouette edge of an object then actually drawing it into the stencil buffer )

    EDIT:
    and there are no special lighting calculations such as bump mapped objects, even that red light is a friggin texture. You can actually get stencil shadow volumes in any quake3 engine game just do the following in the console:
    r_stencilbits 8
    vid_reset //must do after setting stencil bits
    cg_shadows (1-3) with 2 being the best I believe
    Last edited by Silvercord; 08-18-2003 at 06:34 PM.

  13. #13
    Pursuing knowledge confuted's Avatar
    Join Date
    Jun 2002
    Posts
    1,916
    Silver, why is your red light a texture? Are you using dynamic lighting, or just ambient? It seems to me that if you're using dynamic, it shouldn't be hard to have colored lights.
    Away.

  14. #14
    Banned
    Join Date
    Jan 2003
    Posts
    1,708
    It is a static texture using the OpenGL multitexturing extension, it's masked over the original polygon's texture

    that method is much faster than OpenGL lighting, that's why it was done in the quake3 engine

  15. #15
    Pursuing knowledge confuted's Avatar
    Join Date
    Jun 2002
    Posts
    1,916
    well of course it's faster. That doesn't mean it's as cool.
    Away.

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. Replies: 0
    Last Post: 09-24-2006, 06:26 AM
  2. multiple projects
    By hannibar in forum Windows Programming
    Replies: 2
    Last Post: 04-29-2005, 02:28 AM
  3. Beginner projects
    By MagSteve in forum C++ Programming
    Replies: 4
    Last Post: 05-05-2004, 02:04 AM
  4. need for some good projects
    By rishabhsagar in forum C++ Programming
    Replies: 2
    Last Post: 01-23-2003, 08:16 PM