"Great spirits have always encountered violent opposition from mediocre minds."
- Albert Einstein
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New demo
Monday, December 12, 2005 | Permalink

Some of you may remember my old GameEngine demo from 2002. Occasionally I get people asking me to do something like that again. I started working on this quite a long time ago, but the project has been more or less idle for most of the time. But I recently got over my laziness and actually finished this thing.

So here you go. It's a bit larger demo than usual, but IMO, a lot better than usual as well. It features a large map, you can do cool stuff like wall-jumps, dodging, rocket-jumps etc. There's also sound and some background music for a change.




Enter the code below

Monday, December 12, 2005


Very nice job Humus!
Some full screen glow and HDR effects would also add a lot to the realism!

Check your mails tomorrow; I got a little surprise for you too...


Monday, December 12, 2005

Nice, just wondering tho, why did you use
and not the core
(It has been core since 1.4)
Or do not not use anything core that is not OGL1.1?

Monday, December 12, 2005

cool. been a while since I walk around in a relaxing 3d environment. great music too.

Monday, December 12, 2005

Holy Crap! I come here on a daily basis, and every time I hope that you will have released a demo of your new game engine, and here it is! It's about friggin time! lol. Looks great

Monday, December 12, 2005

I just discovered a pretty major clipping issue.
It's the bottom half of the wall to the left of
the window that looks out into the skybox and has
the "wind" sound effect. Not the bay windows area,
just the one window where you turn right when
facing the window to continue down the hall.
Anyway, both rockets and the character can go
through that wall, not that it would be a normal
thing for someone to be turning left there, since
it's just a wall.

Monday, December 12, 2005

Errors with:

GL_EXT_framebuffer_object nor support

on my 9800pro (catalyst 5.1)

Monday, December 12, 2005

Galmok, you need to update your drivers...
FBO were released and supported not too long ago.

Monday, December 12, 2005

Self-shadowed bump maps do not seems to be working.
Bump maps react to lighting just fine, but do not get any darker on the sides opposite a light, only lighter on the lit side.
Also, the shadows do not conform to the parallax map as in your "self-shadowed bump mapping" demo.
Could just be me...

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