| | | Language: VC++ / Assembly Genre: Game Engine Status: In Progress
Deferred shader renderer for upcoming games. More info to follow.
Screenshots below show work in progress using some Kingpin BSP's for source data.
Click the images for hi-res


Language: VC++ / Assembly Genre: Utility Status: In Development
Update to my editor/converter program which I use extensively when editing and converting data for my retro games.

An earlier version is available for download from the Other Programs section
Language: VC++ / Assembly Genre: Map Viewer Status: In Development
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)
Language: VC++ / Assembly Genre: Map Compiler Status: In Development
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
Language: VC++ / Assembly Genre: Utility Status: Functional
Proprietary resource archiving system.
This editor is used to create the archive packages for use with GFI games releases. A single interface allows resource loading from one or more archive sets or from windows file system automatically.

Features include:
Multi-level 32-bit encryption for protection of archive resources. Archive corruption detection Volume identification | |