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Submitted by zed, posted on March 25, 2002




Image Description, by zed



inspired by various screens here on the IOTD i decided to take the plunge + write a shootemup game something ive being wanting to do for years, anyways here are 3 screens from it btw its called 'kill em all' featuring lotsa weapons + explosions, it is actually more complete than the screenshots suggest eg AI/collision detection/model/phyics/particle system + a lot of the other stuff are 100% completed.

it utilises a subset of the bollux engine ie little bollux (TM) hence the quick development time. whens a demo coming out i hear u ask, no idea (working 45-50hour weeks in the winery dont help matters :) ill try to get a week off just before havest (in about 4 weeks) when i should hopefully knock it off.

also included are a few shots of stuff ive also been working on (pretty dated).
  • quite complex physics - (at least 1000 workhours dating back to about 1998 have gone into this).
  • displacement mapping - (sussing out mipmaps is a pain but apart from that a nobrainer, the technique though is a bit overrated ie nowhere near as large of jump as going from detail->bumpmaping).
  • realtime radiosity - (10fps on celeron433 with gf2mx) its sweetas dragging a box around + watching the shading change.
  • underwater - how did that get in its like um so nineties.
  • btw for those curious as to whats become of gotterdammerung, im taking a short break, ive just gotten my first hardware t+l card :) + are exploring the possiblities.

    http://uk.geocities.com/sloppyturds/gotterdammerung.html


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    Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    doberman

    March 26, 2002, 10:27 AM

    try searching this: http://www.freewebsiteproviders.com/
    P.S The pics look astonishing... kinda makes me wanna make an IOTD ;)

     
    zed zeek

    March 26, 2002, 01:54 PM

    first the terrain is calculated + the the terrain colouring is done based on that data (eg terrain height/slope noise etc) see www.delphi32.net for a similar recent paper.
    no lightmaps all lighting is done per pixel with dot3, 2 dot3 textures per light pass (one contains the fine detail + the other the coarser detail both are blended together) .
    all lighting is tottally dynamic ie nothing is burnt in (im wanting when an explosion happens to light up that part of the terrain/building etcs whichll look sweet)

     
    Dr.Mosh

    March 26, 2002, 06:38 PM

    cool, thanks for the reply!
    It sounds even more similar to what Im going for now :) I also want completely dynamic lighting (and possibly going for shadows later on).
    Cheers!

     
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