SCREEN SHOTS

 

Here are some screen shots that demonstrate the progression of our game:

Screen Shot Information
Date: June 30, 1998

Description: This shot was supposed to show off some of the cool things that are in the final version (like our particle system, player animations, multiplayer support, weapons and items, etc.) However, we've been unable to find a utility that correctly captures the screen when running our game in 3Dfx mode. (We've tried both HyperSnap and WinGlide, but they each messed up the colors; it looks like every RGB value is getting converted to BGR somehow.)

Date: May 8, 1998

Description: As this shot shows, we now are using the textures out of the Quake .bsp file. Finally, the world looks recognizable! But as you can see, things are not quite perfect, as demonstrated by the "trigger" box that's being drawn in this shot.

Date: May 7, 1998

Description: As this shot shows, we are now texturing the walls of the world (although not with the "real" textures from the level). Using a checkerboard on every wall looks kind of funny, but you may be able to tell that this is a shot of the beginning of level "Start" from Quake1. We're still drawing the wireframe on top of the textures, just to make debugging easier.

Date: May 4, 1998

Description: This screen shot shows the beginnings of support for Quake .bsp files. In this shot, we see a wireframe picture of one of the levels. We will later add the ability to extract and use the textures from .bsp files so that the walls appear solid.

Date: April 16, 1998

Description: In this version of our graphics engine, we have added support for the 3Dfx Voodoo card (seen in this picture). In addition, we now support textured objects. For a simple scene like this, we get around 80 frames per second.

Date: April 13, 1998

Description: This shot shows our test engine in action. The two gray objects are mesh models (hard-coded, for now) that orbit independently of each other. The colors in the background show the corner of a cube that the player is standing inside of.