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Submitted by Adam Hoult, posted on August 03, 2000

Image Description, by Adam Hoult

Just firing off a screenshot from our latest engine, using Half Life levels as a testbed. Currently Implemented (among other things): coloured lightmaps, advanced particle system (for rain, smoke, steam, snow etc.), Hybrid BSP / Octree visibility system, Environment mapping (although the screenshot doesn't really show any of these, we're still working on the editor so we can place things like particle emitters etc =) The engine is being used in an upcoming adventure game called Enigma at

Thanks !

Adam Hoult
Lead Programmer
Atypical Interactive

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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

August 03, 2000, 02:45 AM

Looks great, how do we know it's not just a shot from halflife? (ah the flat liquid and no skybox...but still looks great)


August 03, 2000, 03:16 AM

Reminds me of Marathon 2, the death matches!

Since you're supporting smoke, how about placing
some particle emiters next to cracked pipes, to create
that "live" atmosphere? You could pulse them on and off,
and signal some "gassy" noises to add effect. Also, what if water spouted out from those giant water tanks if you shot them? A curved transparent surface which spawned a splash particle effect, maybe even draining the tank?

Just a passing thought - kick ass with your new game! ;)

"Blessed are the cheese makers..." - Life of Brian

Alex J. Champandard

August 03, 2000, 04:51 AM

funny how all particle systems nowadays are advanced ;)

Kyle Kestell

August 03, 2000, 08:12 AM

heh, I think mine is the only one that isn't :>

Adam Hoult

August 03, 2000, 09:46 AM

Hehe, well it has to be advanced =) What i meant by that is it's not just your standard fling particles out of an emitter, it has life based scaling, Life based colouring, emmision inner/outer cones, wind/gravity etc etc.

Dragon Worx: Well in this scene we are using simple Half Life data so we can't place the emitters into the scene (work is still ongoing on our editor atm), but yes, the water particle emitter can spawn new emitters when a particle hits a surface, causing splashes. I don't like to go CRAZY with particle effects, because they can be overused.

Thanks for the comments everyone !


August 03, 2000, 11:14 AM

try adding some very _faint_ random b/w(or faint pastel color) plasma/perlin noise to your lightmaps (as a preprocess of course:), play around with different intensity & size... if used correctly it can (mostly) eliminate that nasty 'sterile' cg look and make your textures look less like tiles,
works great for me...

Adam Hoult

August 03, 2000, 02:14 PM

Thats actually a great idea (why didn't I think of that =) Our engine already has a perlin noise generation system for creating heightmaps for terrains (although heightmaps are not used in the game itself any more) it's still part of the engine. It could easily be used along side the lightmap generation. Thanks for the idea =)


August 03, 2000, 03:26 PM

Adding to the perlin noise i would recommend trying the noise in the entire lightmap and also just in the shadows... it may give more realistic results if you just apply it to the shadowed areas (say less than 80% light?)
(direct sunlight usually doesn't have many blemishes)
i haven't tried it but i've had that same idea ;)


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