Csharks
- Account Type:
- member
- Location:
- Ernakulam, Kerala India
- Member since:
- March 20, 2004
- Last Login:
- September 11, 2009
- Last Update:
- March 19, 2008
- Bio:
Skills
- Primary Skill:
- Skilled Programmer
- Secondary Skill:
- Skilled Designer
- Tertiary Skill:
- Skilled Scriptor/Mod
- Summary:
- We are a talented and creative group of young minds who are able to see the silver lining in the midst of any dark clouds and are ready to dedicate ourselves for "your" dreams....
Visit us at www.csharks.com
Project expertise: Csharks' major projects follows:
1) D i e H a r d (Our first 3d Game using DirectX8.0 in VC)
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1.Diehard was a primitive multilevel 3D game using DirectX8.0. Much of us understood the basics of 3DGame Programming through it......
2. The Setup containing full source (Program files, Xfiles, Cinematic files, Textures and wav files) comes to around 32 MB.
3. Although wished to create x files, due to time-constraints had to use the x file models provided with DirectX SDK and few was exported from Max. The game's story was written inspired from the story of Quake III. Few bitmaps were taken from our previous games and few were created from scratch. The wav files ,cinematic files and rest of the textures were taken from other sources and was heavily modified to suit the mood of the game. DirectX SDK and MSDN has helped a lot in gathering idea regarding a 3D engine.
4. Used Bill board matrix rotation (Sprites are placed perpendicular to the direction of user's view ) to simulate 3d model animation. Current frame of sprite rendered depends on the time elapsed. The entire Level were made up of texture mapped rectangular blocks. (Since we don't used a level compiler for this one we had to hardcode all those vertices in the third dimension.......)
5. 2D sound effects using Direct Sound
6. Very cool user interface. User can enter his name and the top few scores will be stored in a file and displayed after game. Scrolling Interfaces based on tiling algorithms was also used.
7. 3D Particle effects in 2D User Interface using a 2d to 3d converting routine. Scrolling interfaces was added. Also part of the game story was shown as cinematic into which 2D Bitmap animation was done using DirectDraw Interfaces.
8. Collision Detection by checking the user's position and rectangular bounding limits of the buildings. Also spherical collision detection was used between animating entities.
9. Primitive Enemy AI.
10.Object Oriented Programming using VC++6 increased code clarity, provide optimized code generation and assisted in easy debugging.
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2) N e t h e r W o r l d "Neither Hell Nor Heaven"
(3d game in VC++.Net using Genesis3D Engine coupled with DirectX9)
This third person shooter was done as a part of the case study for our own Diehard3D Game Engine.
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1) The project was started based on the tutorials provided by genesis3D. We currently use D3D Driver provided by genesis. We use DirectInput and Direct3DSound API's from DirectX9.0 and we depend on genesis API's for the rest. The Setup containing full source comes to around 27.6 MB.
2)Compared with Level made up of texture mapped rectangular blocks in the previous game here used BSP Levels using genesis3D Level compiler. This increased frame rate and helped smooth rendering of area portals. Also added more entities to the programmable level compiler. Since within those tight deadlines more than creating cool levels, we wished to understand how a game Engine works at low levels and hence were concentrating more on the Engine API's. To understand the inner working of multiplayer games a Client Server version of the game is under construction.
3) 3D Model animation based on Skeleton hierarchical system
4) Frame Independence by changing animations with respect to time elapsed. Thus even in systems with less hardware features we could see the animations but the interpolating animations will be partially lost.
5) Streaming sound effects using Direct Sound helps in partially loading huge sound files (20 M.B) and play at run time using threads.
6) 3D sound effects for entities has increased reality.
7) HUD Animation
8) Improved Collision Detection
9) Improved Enemy AI (Enemy bots move through predefined path entities)
10) Special effects like Fire using native algorithms.
11) DirectInput for keyboard and mouse reduced latency
12) Platform independent code using VC++.Net. Also VC++.Net also provided easy debugging. Object Oriented Programming increased code clarity. Efficient Error trapping mechanism found out dangling pointers and hence memory leakages were totally removed.
13)Used genesis3d engine for 3d rendering. Optimized few engine functions also......We had also created a small 3d rendering engine capable of displaying polygons using DirectX9 and are now experimenting with a efficient back to front polygon sorting algorithm.
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3) D i e h a r d 3 D E n g i n e
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Since the dawn of last year a small tiger team from Csharks has been with our Dream Project titled "Mission Diehard" to create "our own" complete 3DGame Engine Package. We had done a complete case study using genesis3D Open Source game Engine to understand how an Engine interacts with underlying hardware at low levels.
Mission Diehard consists of creating the following Engine package from scratch.
Diehard3D Game Engine with advanced inbuilt Physics ,AI and Particle engines
Drivers using DirectX9 and OpenGL 2.0
Script Compiler using our own Scripting language "Dh_C"
Level Editor "DhEdit"
Max Exporter "DhMaxExp"
Texture Packer "DhTexPack"
The Engine is intended to make use of the advanced architectural features of Pentium IV and we have expansions plans for using AMD .We will also support low end processors through software emulators (Certain CPU cycle eating features should be throttled off to attain frame rate independence and we plan to use multiple LODs too). The Engine is intended to support indoor features (through Portals) and outdoor (through our Terrain Renderer using height maps and quad tree tessellation algorithms). We have plans for a 3dGame unleashing Engine's entire power that will redefine the experience what world would expect from a PC-game ...........(And really we are working ourselves to death to realize "another dream".............)
We firmly believe that team work could create miracles..........
We speak from our hearts when we say that we are accountable for our words and deeds.
Dedication is in our hearts and Talent is in our veins.......
We are ready to give back you the entire cash if we are not able to complete the jobs assigned to us in the predefined quality within the predefined time interval..........
Believe us, even if we had to work ourselves to death we will do our duties and responsibilities at our best.
We consider ourselves as fast and flexible and ready to undertake any promethean task for "your" firm..............
We are committed to produce only best out of the best, at the most affordable rates, at international quality levels...........
Our experts are always working with next generation cutting edge game Technologies. We use Visual C++ 7 Compiler coupled with DirectX9 Drivers and is trying to make our code platform independent through OpenGL 2.0 Drivers.
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