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Submitted by , posted on 21 April 2002
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Image Description, by
These are 2 screenshots of a 3D engine I've been working on in some spare
hours since a few weeks. It is programmed in C++ and uses DirectX 8.1.
It's not very fast yet, but there is still a lot of optimization to be done
so it will probably get faster in the future. I'm still searching for some
fast ways of extracting silhouettes.
Features:
Per Pixel Attenuation
DOT3 Bumpmapping
Stencil Shadow Volumes
Scripted Shaders
Map Converter for Q3Radiant maps
Motion Blur
Simple Particle System
Quake 2 Models
The lighting/shadows can be dynamic, but static lights are handled in a
different way so they are faster. In the future I hope to add more features
like curved surfaces, volumetric fog, spotlights and most important:
visibility culling (probably a portal based approach). Also, a GeForce3
implementation could make it much faster because of the vertex/pixel shaders
and extra texture units.
More screenshots and a demo can be found at my webpage:
http://rugged.def-act.com or a direct link to the demo:
http://home.planet.nl/~meffe004/dennis/files/rugged2.zip
(6.14 MB).
The demo requires a GeForce or highter and DirectX 8.1. There are still
some problems with z-buffer precision so you might see some cracks, and
there is a small bug in the bumpmapping wich makes it look wrong in some
cases, but I think I will be able to resolve this pretty soon.
Finally, thanks to the guys in #flipcode on EnterTheGame for helping me.
Dennis Meffert
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