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Free Engine, Please Test

Started by jimmynelson Apr 15, 2004 at 1:30 PM 2 replies 350+ views
Original Post
jimmynelson
jimmynelson
Hey guys I am starting a little open source DirectX Visual C++ engine for fun as I am ending my college term pretty soon and thought it best if I work in the game industry to trully know most aspects of an engine. So either way here is a little engine that I was hoping people could test and from the response, I will make it open and entirely free (hopefully it runs ok for everyone). http://deaddoggeorge.tripod.com/LittleDemoEngine.zip (1.8 meg) It uses my own fairly balanced AABB, my own octree, boned animations with blending, Actors with collision (thus far just the camera is moving with tiny as a non-moving actor), screen capturing, physics, etc... the basics for an engine. It is a windowed 800*600 window. W - makes tiny wave while she runs P - takes a picture Up - Arrow moves
red_sodium
red_sodium
That''s really good. I noticed that when you go behind the runner, there is a semi-circular polygon sticking up from the ground under her feet, but it is culled when you''re in front of her. Also, you can''t really move around her very well, she takes up a much wider girth than her model appears to. There are a few shaky moments with collision detection as well (such as when standing on top of the cone or when running into a pillar) I know its not a game but I just thought these might be engine issues.

Oh yeah, and how exactly is the screenshot stored? I couldn''t find it.

Stay Clausal,

Red Sodium
"Learn as though you would never be able to master it,
hold it as though you would be in fear of losing it" - Confucius
jimmynelson
jimmynelson
Thanks for the info! also the screenshots were added after this update... so ignore that The collisions were done in an afternoon. So they definitely need some work. As for the model, it comes with dx and isn''t mine (so just ignore its messed up poly).

I just was using it as an example, and her sphere is a little too big. The point isn''t the model, or the sphere size.

But! You are right about the jittery collisions. I need to find a way to smooth it out so I gotta look over my collision response code. I think the problem might lie in the swept sphere - tri test I use...

Thanks for the info! Around the 1st of next month I will post a link to its source.
red_sodium
red_sodium
Great, I can''t wait, ''cuz I should be starting on 3D game programming soon (currently on 3d-accelerated 2D), so I can get an idea of how to go about it.

Stay Clausal,

Red Sodium
"Learn as though you would never be able to master it,
hold it as though you would be in fear of losing it" - Confucius

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