Screen Shots


been a while hasn't it...

BSDE (a physics engine sub-project, no source available yet). map contains 1500 obbs, and is running at about 10fps with a 30Hz internal timestep (usually I run around 100Hz for accuracy reasons). A BSP-Tree like algo is being used internally to speed up collision checking (quad trees were a little faster but are less adaptive).
The map is a BSP-dump from my 3d engine.

Second: A few OBBs being dropped.
Third: A few AABBs.
Fourth: A sphere rolling down the steps.

Intent is for basic game-style physics simulation. The physics engine uses a vaguely opengl style api (numeric constants, get/set functions, begin/end pairs, and integer handles).

Working solid types: AABB/OBB/Sphere/Convex Hull/BSP
Non-working types: Cylinder/Capped Cylinder/TriMesh
Implemented Constraint Types: Ball/Hinge/U-Joint
Planned: Weld, Joint Constraints

Issues: OBBs and Hulls have issues related to inaccurate contact info (the colliders are very approximate). Ass a result, OBBs and Hulls don't really stack.


grate lighting and a fix to dark but transparent surfaces.
the grate is a texturemap.

added lens flare, showing shadows.
there are still lighting bugs and the lightmapper is slow, oh well...

lighting and quake style map support have been added.
the bright spot is a "high intensity" light, but otherwise it does not emit that much "normal" light.

some shots: the gman (showing halflife model support), models from quake 1/2/3.
as of just yet halflife models can't be used by entities (their workings are somewhat different than their mdl/md2/md3 counterparts...).
the hl model renderer was written by me (valve's code was not exactly under a very open liscence...).

a few more shots.

ok, this one is pretty much staged, but it gives a minor idea as to what features I have at present...

PDSYS1 is effectively a stripped down glob of things. I have removed pretty much everything lang/bgb related.
ENG4 got merged into this.

I also started recently creating another gui.
for the gui form:
<form style="window">
    <vbox fgcolor="lime" bgcolor="black">
        <input type="button" id="btn0" label="Button0"/>
        <input type="checkbox" id="btn1" label="Button1"/>
        <input type="text" id="txt0" value="textbox"/>

        <input type="radio" name="rad0" label="Radio1"/>
        <input type="radio" name="rad0" label="Radio2"/>
        <input type="radio" name="rad0" label="Radio3"/>

        <label>Label 0</label>
            first line<br/>
            next line<br/>
            third line<br/>

        <tree>    <label>Options</label>
            <input type="checkbox" id="opt1" label="Opt1"/>
            <label>Label 2</label>
            <input type="checkbox" id="opt2" label="Opt2"/>
            <label>Label 3</label>
            <input type="checkbox" id="opt3" label="Opt3"/>

        <img src="spiral_shot2.tga" width="320" height="240"/>

I get:

I then expand the tree and click a few things:

I can click sub-options within the tree as well, and I had changed the text:

ENG4 (need better name)

This is a project where I play around with using scripts for constructing geometry. Some things are modelled, others are created by scripts.
Unlike some of my older projects, the console is allways down and constitutes a good portion of the ui.

The desk and stuff on the desk is modelled.

The spiral is generated by scripts.

Closer view of the desk. Each item has a seperate model, scripts are used to load models/position things/...

VMSYS (not actively worked on now)

console after I told it to show a few objects:

this is 3D mode after loading a script defining "the world" (pun), it shows the sphere falling twards the cube:

a newer world:

looking down at the bird, a tree, and the sphere:

looking at the bird, which fairly quickly goes in a big circle:

this is the tree after I shot it with missiles a few times:


the basic window, no items:

after I added a sphere.

I distorted the cube and the sphere and moved them around a little: