Screen Shot |
Information |
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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.)
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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.
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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.
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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.
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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.
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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.
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