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    June 14

    Game engine update #3

    This is a video I made using FRAPS of the game engine I've been working on.

    This is not actually my game, nor does it look like or have any resemblance to the game I'm developing - it's just a demonstration of the game engine.

    So far, highlights of the game engine supports:

    1. Double precision for all displacements/positions
    2. Normal mapping, ambient occlusion mapping (self shadowing) for objects
    3. Full range Quaternion camera control
    4. Real physics based objects (all objects are tied to a physics object for smooth, realistic motion)
    5. Octree/Frustum culling

    There's more, but I'll leave it at that as the demo doesn't show a lot of the other things.  I just wanted to update this blog that has been sitting here.

    In the meantime, almost 90% of my time is going into the server-side (scalable massively multiplayer) development.  In a few months time, I expect to have a very very primitive implementation of an alpha test client.

    Although the video appears grainy and jumpy at times, the actual image is extremely smooth and clear.  It's the codec compression/decompression of this video that makes it look poor quality.

    Anyways, this very short video is a demo of what I'm currently working on:

     

    More to come soon!

    -Todd