Not logged in, Join Here! or Log In Below:  
News Articles Search    

Submitted by Nick Waanders, posted on October 06, 2001

Image Description, by Nick Waanders

These are a few in-game screenshots from our upcoming game Knights, targeted for PlayStation 2. We have worked on this game for a year and a half now, and it should be on the shelf next year. Our team is currently about 15 people on the gameteam (2 programmers, 12 artists/designers, 1 producer), and another 8 on tech-coding (Render Engine, PS2, etc). The game is a 3d platform game starring Iron-Nick (the little Knight who appears in the shots) .

These are our first lighting tests. We use black and white lightmaps and vertex colors for the lighting. The setup for the lighting is done in 3DStudio MAX and then it is all exported into a self-built tool to generate the lightmaps. This takes about 10 minutes in a 30000 polygon world with about 250 lightsources. But after this precalculation step, it runs in realtime on PC and PlayStation (target is 60fps).

What is a bit of a shame is that these screenshots don't do the physics engine justice. We use the Havok Physics Technology to take care of all the physics related issues. This enabled us to do all kinds of cool stuff, like kicking boxes around in your level, creating rope-bridges that tumble, etc..

For development we mainly use PC's, the screenshots are from a PC using OpenGL. We generally keep the codebase as PS2-compatible as possible, and regulary check whether everything is still running on PS2. Development is easier (and also quicker) when working on a PC, but using this method we are still able to make a PS2 game..

I hope you all enjoy these pictures, and keep an eye out for our game! :)

Nick Waanders, Lead Programmer Knights/Lost Boys games

Image of the Day Gallery


Message Center / Reader Comments: ( To Participate in the Discussion, Join the Community )
Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

October 06, 2001, 06:09 PM

Alright, the only real game the made was A2 racer 2 (And all the further versions but they weren't very original). A2 racer 1 ran far too slow and didn't even have some sort of time control inside the game loop. Amsterdoom really sucks (If they had just used Quake1 GPL'ed source they would have better graphics). But they can still improve:).

I think I just forgot that I might want to work for a dutch gamedeveloper in the future ;-(


October 06, 2001, 06:36 PM

Well, depending on what constitutes a "real" game, Toki Tori for the gameboy color is very nice. Capcom actually calls it a "classic" in their marketing already. It was made by Two Tribes, which is a Dutch development company (Although they are _tiny_, and out of a lead programmer, who works with me now :).



October 06, 2001, 06:48 PM

Mr. Persson - sucking normals is out of style already, now you can just wax my worldmatrix ;)


October 06, 2001, 06:59 PM

I've read the article about you in 3d world mag... The project sounds really great.


October 06, 2001, 07:23 PM

I'm not really sure, but I thought that Karma Studio's was also a Dutch company developing GB games..

btw. Excuse my bad English.. it's late :)


October 06, 2001, 07:25 PM

Yup, I just saw they're really Dutch.


October 06, 2001, 07:33 PM

Hoe vaak maken wij nederlands games die er zo uitzien dan ?? meestal is het zwaar bagger. Duzzz... Top ga zo door.


October 06, 2001, 08:13 PM

Tja, meestal wel jah..


October 07, 2001, 03:36 AM

LOVE that cartoon style, I was a huge fan of dott, and this game just looks great for 3D. A bit similar to the style of World of Worldcraft.

William van der Sterren

October 07, 2001, 05:17 AM ?



October 07, 2001, 05:25 AM

Just out of interest why did you pick Havock over MathEngine?

We reviewed the two at work and MathEngine seemed like the clear winner. By this I mean performance and cost.

See ya

Frans Bouma

October 07, 2001, 05:32 AM

to name a few :)


October 07, 2001, 05:56 AM

You forgot Witan Entertainment B.V. Unfortunately we've gone bankrupt in July this year.

Alexander Stockinger

October 07, 2001, 06:46 AM

Looks really great. Finally some games seem to come up that use the capabilities of the Playstation 2...


October 07, 2001, 06:47 AM

Can the PS2 handle OpenGL?! Or do you have to write your own
Renderer. Maybe yours is OGL compatible?!
Is it hard to port OpenGL code to the PS2 ?!

Nice work! Your artist rule!


October 07, 2001, 07:12 AM

I'm not on the PS2-team so don't take my word for it (I could be wrong bigtime on all of this);

PS2 didn't have openGl. Everyone needed to make his own renderer, and it's a lot more complex than the average pc / xbox renderer.

Afaik OpenGL for PS2 is in the works now, but I have no idea about the current status.
There has been a third-party OpenGL for PS2, but I've heard it used a software-rasterizer so that's not really an option :)

It's not a question of 'our renderer being OpenGL-compatible'; the renderer works for D3D, OGL, PS2 etc.
It's just a matter of abstraction of the code.


October 07, 2001, 07:35 AM

There actualy is a movie showing the havok physics in action:


October 07, 2001, 07:38 AM

Ik vind het er wel bruut uitzien :)


October 07, 2001, 07:45 AM

Look at this:

Those Dutchies have gotten the Q3A source somehow :) It's really wicked :P


October 07, 2001, 09:13 AM

WOW, really really nice.


October 07, 2001, 03:01 PM

Wacht tot ik (een belg) mijn game af heb...

Michiel Ouwehand

October 08, 2001, 04:15 AM

Ok, I'll step forward here, having designed and coded a large part of the PS2 code that Knights runs on.

No, the PS2 doesn't have OpenGL. Comparing to PC tech it's mostly like coding a 3Dfx Voodoo using Glide. You have to deliver 2D fixed-point screen coordinates and program registers directly. There is no API.

Sony is creating a library which is OpenGL-like, but it's still in it's early stages.

And yes, the PS2 has a very steep learning curve, but once you're over the bump and used to the odd quirks of the machine it's quite a fun piece of kit.

Michiel, Lead Tech @ Lost Boys Games


October 08, 2001, 08:29 PM

You said that you did all lighting setup in 3dsmax, but what impressed me most about these pics is the world detail and texturing.

Did you use 3dsmax to create the levels? An in-house editor or some other third party editor?

I tried using 3dsmax for a level editor and had no end of troubles with it...


October 09, 2001, 12:07 PM

Hey All,

Thanks for the comments.

Kezza: Yes we use MAX as a level editor. We also have an inhouse editor, but that was not used on the Knights Project. The Max-SDK takes a little getting used to, but after that it's great. The point is that artists prefer Max (or any similar professional package) above an home made editor, so that is the editor you should use.



October 09, 2001, 01:27 PM

Blah.... Had to interrupt the foreign language :)


October 10, 2001, 10:05 AM

Hello everybody :)

I just wanted to say how awsome those pictures look. Iv'e always
wanted to make a game with the kind of fairy tell environment. The
sky in your game looks great and so does all of the models! I'll
defiantly check this game out.


This thread contains 57 messages.
First Previous ( To view more messages, select a page: 0 1 ... out of 1) Next Last
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.