Q: Why do all Pascal programmers ask to live in Atlantis?
A: Because it is below C level.
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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.

Enjoy!

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Galmok
Tuesday, December 13, 2005

Humus, I tried to do as you said, but the drivers are packed into .cab files and I don't know how to extract them from there :-(

I could probably install the 5.12 driver, copy the file, install 5.1 again, then run the demo, but that seems like too much work, meh. :-/

Humus
Tuesday, December 13, 2005

You could run the installer, then cancel after it has extracted all the files to like C:\ATI\Support\yaddayadda. Then open C:\ATI\Support\yaddayadda\Driver\2KXP_INF\B_yaddayadda in a console, then type "expand atioglxx.dl_ atioglxx.dll" to extract the file in question. Similiar for the other files.

Humus
Tuesday, December 13, 2005

Nintengod, seems I missed that. On that other hand, it's mostly a debug tool anyway, if you go outside the world you can get really lost.

Twixn
Tuesday, December 13, 2005

Hey,

Really cool demo, next step would be to soften the shadows just a tad.

Really nice, good job.

-Twixn-

Galmok
Wednesday, December 14, 2005

Humus, thanks for the detailed info (I forgot to look in the B_28899 folder for the files I needed. I did know how to expand but still, thanks. :-)

And it worked just fine with just copying atioglxx.dll into the GameEngine2.

And it looks quite good. Clearly UT inspired :-)

Now make it multiplayer :-D

sqrt[-1]
Wednesday, December 14, 2005

Humus:
On the Linux thing, (I am no guru) but I was under the impression that you can only rely on OpenGL1.2(+some others) being exported statically. (kinda like in windows where you only have OpenGL 1.1 as static) Everything 1.3+ above has to be retrieved via glXGetProcAddressARB...

http://oss.sgi.com/projects/ogl-sample/ABI/

No Longer Clueless
Wednesday, December 14, 2005

Hey, thanks Humus. I just edited the key to 1024/768 at fullscreenheight/width. Damn good demo. Could've looked good with your old transparent shadowmapping thing so the projectile lights would illuminate, but that's okay. Incidentally, are you using your 'dynamic branching' hack here?

RET
Wednesday, December 14, 2005

And what it for artefacts as points slip sometimes? Interestingly at others they too are or only at me?

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