These are some screenshots of my current projects: TRACY & FROOGZ.
TRACY is a 6DOF volume-based realtime rendering engine. Objects are no longer
made of polygons,
but are instead made of Volume Pixels (voxels). Voxels are the pixels
equivalent in 3D.
This renderer is not yet hardware-enabled (just because volume rendering
extensions are not
common on today's 3DHW), so I had to write my own software renderer. The main
aspect of voxel objects is that they are not anymore empty: the whole
of a shape is stored, not only surfacic information. It becomes very easy to
geometry in realtime (digging, tunneling, modeling). TRACY supports 16bit
perspective correct rendering, unlimited voxel arena size (at some memory
cost of course),
and a 3D lightmap is stored with the voxel data. This lightmap is permanently
a background thread during the rendering. The rendering algorithm is an
and for this reason is not too much impacted by the object geometry or size.
I've coded it
using Delphi, and the core rendering loop is still 100% integer-math pascal
code (to keep
it as much readable as possible). It could surely take advantage of SSE or
sets, at the cost of a more specific coding. You can download the full source
code and EXE
FROOGZ is the application of TRACY in a game project. It is a 3D evolution of
the LIERO game
(a realtime Worms game). It supports splitscreen mode (up to 4 players), a
engine. Each item of the game is scripted, which allows a high extensibility
for the game.
Objects can be MD2 models (with alphamap) or sprites (multiple view angles).
FMOD is being
used as a sound engine. This game is still under construction, but you can
try a beta version