My 3D Projects Past & Present
INTRODUCTION
Welcome to my 3D projects web page, this page is
put here mainly for possible future employers to see what sort of 3D experience
I have, to that end I have provided screen shots of some work I have done
in the past and what I am toying around with at present. At present there
are 3 sections, one for my old MSDOS based 3D engine which
was discontinued due to it becoming a little low tech. The second section
shows my MSDOS / DirectX engine (my first windows code) however at present
the DirectX version is not shown because the last version on my hard drive
does not run! (It was identical to the DOS one just ran under Win95 instead).
The final section shows of the work I am doing at present (nothing fancy
at present), it is a GLIDE (3dfx voodoo based) program which I have recently
begun to program and is coming along nicely although its not state of the
art... YET!.
If you would like to contact me about anything on this page please feel
free to email me :
email : savoury.snax@usa.net
MSDOS Engine (or past work)
Featured :
-
Software Perspective Correct Texture Mapper (16 pixel
accuracy, modifiable at compile time).
-
Gouraud shading, to help create the effect of lighting
(It did not work too well).
-
Dynamic objects (a pink donut and a floating head
using 2D Affine Texture Mapping).
-
BSP Trees (I did this after reading Quake used them).
-
Sector based architecture (aka Duke Nukem, Doom etc).
-
6DOF which meant unlike Doom and Duke Nukem I could
have sectors in 3Dimensions.
-
Sound (Played a module, and also a sound effect was
attached to each dynamic object such that the volume of the effect was
based on the distance of the object from the viewer).
-
Dodgy Keyboard read, you can only hold one key down
at once ;-)
-
Animated textures.
-
Span Buffering to prevent overdraw.
-
Collision Detection (although not between dynamic
objects).
A demonstration of this engine can be downloaded
from here (360K approx)
Just in case you do not feel like downloading
the engine here are a couple of screen shots from it :
What could be down this corridor?
|
Ahh! Another slightly darker corridor!
|
MSDOS and DirectX Engine (or past work recode)
Featured :
-
Software Perspective Correct Texture Mapper (16 pixel
accuracy, modifiable at compile time).
-
Lightmaps with Surface Caching, however I never got
round to generating the lightmaps so just a dodgy internal lightmap was
used.
-
BSP Trees (I did this after reading Quake used them).
-
Brush based architecture (Quake style).
-
6DOF.
-
Keyboard read works properly (ie. I bothered to set
up an interrupt (DOS version)).
-
Animated textures. This caused some nightmares with
the surface cache so restrictions were placed.
-
Span Buffering to prevent overdraw.
-
Collision Detection (although not between dynamic
objects).
-
Gravity.
-
Visibility information for nodes, however the information
was never created.
-
An editor existed for it, however I am unsure if
it survives.
A demonstration of this engine can be downloaded
from here (DOS version) (190K approx).
Just in case you do not feel like downloading
the engine here are a couple of screen shots from it :
Hmm, a structure that sort of sits in a void!
|
Oh no its that damn water texture again!
|
GLIDE Engine (Current Project - Win95 and Voodoo
(or Voodoo 2) 3dfx only)
Features :
-
Perspective Correct Texturemapping + Mipmapping +
Bilinear Filtering etc.. ie. Hardware Rasterisation.
-
Currently uses Gouraud lighting (which looks really
bad on large surfaces), this will change to lightmaps or maybe something
a little different.
-
Portal Based Rendering (I feel this is the way to
go now), currently uses Rectangular approximation (ie.. very dirty code).
-
Sector based architecture, full 3D environments are
possible (at present I am using the Jedi Knight Level Editor to make them).
-
6DOF + multiple cameras.
-
View Warping portals are possible (ie. mirrors).
-
Animated textures.
-
Z Buffer is used for rendering dynamic objects.
-
Dynamic objects are supported + crude animation is
possible.
-
Dynamic lighting is supported.
-
Collision Detection is a little dodgy due to support
for portals on walls in the same sector, this is fixable though.
-
Gravity.
-
I have just started writing an editor (it will use
CSG techniques, as I have just seen the Unreal Editor and I love it).
-
Uses Direct Input for keyboard reads, after all in
comparison to Windows API input functions its a god send.
A demonstration of this engine can be downloaded
from here (3DFX only) (140K approx).
Just in case you do not feel like downloading
the engine here are a few screen shots from it (sorry for the quality
grabbing the images was a bit awkward) :
Our hero has the blues... <corny>
|
Can't stop to examine myself in the mirror......
|
This years entry for ugly bloke?
|
Very early shot of the editor to be....<very early>
|
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