Menu

Home

GameFramework Interface (GFI) Games

KingPin Mods

Older Games

Current Projects

Other Programs

Guestbook

Links

Contact Me



Friday, 4th July 2008
Virtual File SystemVC++ / AssemblyUtility
Proprietary resource archiving system.

This editor will be used to create the archive packages for use with future games releases.
A single interface will allow resource loading from one of a potential set of archives or from windows file system automatically.


Features include:

Multi-level 32-bit encryption for protection of archive resources.
Archive corruption detection
Volume identification
In Development

Basic 3D EngineVC++ / Assembly#
The engine is currently set up as a KPRadiant .map file viewer.

CSG now added.
Spatial partitioning yet to be completed in this version. Depending on final use it will be either BSP or Octree

 
Features include:

Automatic texture MIP map generation
Movement around the world (no physics or collision)
BMP and TGA bitmap loading / control engine
Transparent textures (Alpha / non-alpha channel)
In Development

Radiosity EngineVC++ / Assembly#
Fully functional early version of my radiosity engine.

640x480x32 screenshot of my 'Cornell box' showing radiosity pass from area light. 3 passes were used to render this image.
All other light types use a ray-tracing first pass before radiosity distribution.
The patches cover an area of 8x8 pixels each and no post-processing has been applied. Interpolation will eventually be applied to smooth the colours and raise the patch resolution to 4x4 pixels
The boxes are 8 units above the floor - hence the shadow area under the box edges.
This is not a static rendered image. This is a 'world' that can be moved about in.
This radiosity engine will form the basis of lighting worlds in future 3D game releases, such as 3D PacMan and Dragontorc.


Here are a couple more screenshots from an updated version of my renderer. The screenshots show the results of the ray-tracing first pass. No radiosity has been performed, so there is no reflected light.
The light is a bright blue-white area light. The first screenshot is texture-mapped. The second shows the light maps only.


Features:
Point lights
Spot lights
Directional lights
Surface lights
Ambient light

Variable transparency surfaces (windows, water, etc)
Colour filtering through transparent surfaces
In Development