Submitted by , posted on 19 October 2000
Image Description, by
Testing out my terrain app.
The lower left shot is where i am aiming my main look at. The other 3 shots were
accidents after a night out with a few bourbons. Funnily enough the images still
appealed to me in the morning so i thought i would share for your opinions. The
clouds in these shots are post processed with photoshop using render/clouds. I
have not done a sky for the engine yet, but ive got it sussed, check my previous
image of the day if you want to see that.
Basically the shots are from the client side of our experiment. We have it
running with 32 players + a dedicated server.
Map Editor (certain skills are required to create game content)
Dynamic Map Loading
3D sound effects EAX or Direct Sound (world/network and close environment) + 2D
Windows Multimedia sound.
Will use advanced GL extensions on cards that support them. (not required)
Basic scripting system
Low system requirements. App will degrade itself until 30fps or lowest possible
runtime state is reached
Multiplayer (fully functional designed from the ground up)
Custom model format max3 exporter
You can place objects spawn points and triggers within the client and save them
to a custom .map file. Terrain is generated from height field, with multi or
single texturing. Vertex Shading is taken into account. this is only supported
on some cards i think. Terrain LOD and Texture LOD. We support several forms of
culling being view frustrum culling and object occlusion culling, so our
polycount is kept at a reasonable level while framerates are up. Collision is
working excellent with terrain->player and terrain>object (movable objects as
rockets or arrows whatever suits your needs) + player->player and player->object