Submitted by Luke Hodorowicz, posted on July 11, 2001
Image Description, by Luke Hodorowicz
This is a screen shot from once of the scenes in a demo I made called
'Electric Hairgel Rave'
The demo is powered by my 3D engine, Vapor, which I have been developing in
my free time. You can download the demo and see a few more screenshots on my
website: http://gollum.flipcode.com/
Archive Notice: This thread is old and no longer active.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Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
I've been following the Vapor engine for a while, and it's looking really good. I like to see engine coders that understand the importance of gameplay enough to build prototype and test games on top of graphics technologies without waiting until all the "neato" features are in.
This shot looks really cool, and different from any of the other stuff you've done with it. Kudos!
"I like to see engine coders that understand the importance of gameplay enough to build prototype and test games on top of graphics technologies without waiting until all the "neato" features are in."
In fairness, engine coders are generally not the ones responsible for the gameplay.
">>if i get enough people to say they want to play it, will you release what you've got"
You do realize he's had a demo of the racing game on his site since January, right? Perhaps you were refering to changes since then, but if not, check out his downloads page.
I meant, specifically, in the free project "hobbiest" arena. I realize that, in a professional setting, these are different jobs... it's just refreshing to see an independent engine that isn't all graphics features and no scene graph, etc.
Haven't tried the demo, but the shots on your site are absolutely spectacular! Especially the water and fog mixing thing.
Speaking of water, how do you handle it? Do you animate the vertices or the texture coordinates to similate the ebbing of the water? I've been trying to implement a system where the texture coordinates are shifted over time to make the water swirly (kinda like Quake), but I can't get it to look right. Any tips?
Back when you started work on the racing game, you said you might release the API specs for your engine, so others could mess around with it. What ever happened to that?
Nice,
This is one of those iotd's that you sit back and admire for its grapihical beauty (can't download it thanks to dial-up speed)... then freak when you realize that you need to do 900+ hours on your own project to get it to look half as good.
This demo rocks so much and its good that its finally made it to the site. Anyone who's been to New England (And specifically Boston and even more specifically Academic Cambridge) might recognise this picture as based on the Redline T :)
Luke and I rode it together in Boston - its a freaky experience.
Freaky, I downloaded the demo a couple of days ago and then it turns out as an Image of the day. Good work, especially the church part looked _really_ good.