Screen Shots
BSDE/PDSYS2
2005-08-20:
been a while hasn't it...
First:
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.
PDSYS1
2004-09-23:
grate lighting and a fix to dark but transparent surfaces.
the grate is a texturemap.
2004-09-10:
added lens flare, showing shadows.
there are still lighting bugs and the lightmapper is slow, oh well...
2004-09-09:
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.
2004-05-27:
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...).
2004-05-14:
a few more shots.
2004-05-09:
ok, this one is pretty much staged, but it gives a minor idea as to
what features I have at present...
2004-05-07:
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>
<text>
first line<br/>
next line<br/>
third line<br/>
</text>
<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"/>
</tree>
<img src="spiral_shot2.tga"
width="320" height="240"/>
</vbox>
</form>
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:
BGBCAD
the basic window, no items:
after I added a sphere.
I distorted the cube and the sphere and moved them around a little: