







My forthcoming game on the yaroze :)
I've been talking a good talk for ages now, time to put forth something
for the world to look at.....
(and no James Russell , I didn't use anything appart from libgs for
any of it).
Trick's you'll encounter:
-
Huge outdoor environments, split into overlapped segments from a huge TMD
of the world and displayed only as they are needed to allow load's more
detail in the landscape.
-
Skinned Animations, courtesy of RsdANIM.
-
Static Point Lighting, pre-calculated, again courtesy of RsdANIM (new feature
in the next version, not in the current release of RsdANIM) .
-
Real time point lighting (done on the fly for explosions and stuff).
-
On the fly TMD creation (yeah yeah, I know, everyone does that)
-
Environment mapping.
-
Turok style explosion effects and scaling lightfields.
-
OT stripping.
-
TMD re-rendering (conversion to different display models from a base model).
There'll be more, here's a few real early piccies for now.....(not a lot
of textures on the models, and the world model is in it's early stages).
Notice that the fogging is radial not Z depth :)
The pictures above and below show the use of static (embedded)
point lighting created using RsdANIM.
The piccie above shows two animated charaters (the main character and
the mushroom), a single axis chrome mapped powerup (chrome/env mapping
doesn't show up well in a screenshot, just believe me that it's there),
and a scaling lightfield effect from the main character.











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