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Friday, 4th July 2008 | | | Virtual File System | VC++ / Assembly | Utility | 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
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| Basic 3D Engine | VC++ / 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) |
| Radiosity Engine | VC++ / 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
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