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Old games and new tech
Old games and new tech
| Name: | Alex Scarborough | ![]() |
|---|---|---|
| Date Posted: | Jan 04, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alex Scarborough |
Blog post
As most of you know, I primarily work with the latest tech (or at least the latest I can work with on my little Radeon 9600), and immensly enjoy working on shaders, render to texture, and other such spiffy things. And, as a Mac user, I focus on OpenGL work, keep up with the latest OpenGL news and such (Long Peaks!), etc. So, what games do I like to play? With an immense interest in the latest and greatest in crossplatform rendering, do I eagerly play the latest games with the prettiest graphics?
Eh, no, not really. In fact, to be perfectly honest, I don't own a game made after, oh, 2003-ish.
My top game at the moment? Who remembers this beauty:

Ya, it's the original Command and Conquer. Someone put it up on GGE, and I got out the old game discs to see if it still worked under Mac OS 10.4.8 (It was written back in the days of 7.5.3). I figured, what, play a couple of levels just to see if it still works, awesome if it does, meh otherwise.
Ya, just a couple of levels, sure. So now I'm about halfway through the GDI campaign...
I miss games like this. The learning curve for Command and Conquer is about 15 minutes. As far as RTSs go, it is dead simple. But it's still incredibly fun and engrossing.
Anyhow, I'm sure you're all more interested in what I'm doing with Torque than what random 12 year old game I'm playing.
Right now, I have three primary goals
1) Get all of the various features in (I'm a feature creep, I need to not feature creep, but the features are so useful they border on/are necessary)
2) Make it crossplatform and consistent. Everything should work on Mac and Windows (maybe Linux if there's anyone with a lot of experience with Linux, Torque, and OpenGL), and the code should follow the same general patterns. For example, at the moment, VBOs are tracked by a linked list, but Shaders are tracked by a Vector. Bad me!
3) Document it until I want to jump off a bridge. Then document it until I do jump off a bridge.
Here's some sample documentation, just to torment you with little morsels of information.
Material system documentation
Detailed method descriptions for mkInterior
I LOVE dOxygen.
Moving on, unless there are any complaints, I'm thinking about running a series on the various components of the "Modernization Kit": what design decisions went into them, what they can do, and other such stuff. Basically just something to help keep my thoughts a bit more organized and keep the community up to date on what I'm hoping to release. I'd put up a .plan once every two weeks or so covering a different area (Shaders, Materials, RTT, etc.).
Also, check out my ImageShack feed. I use ImageShack for just about everything, so any update on documentation, shiny new features, or whatever I happened to find cool will show up in that. You can even go back and see just about everything remotely borderline interesting I've done since September 25, 2005. In all there are over one thousand images, so... have fun.
Here are some of my favorites:
One of the earliest DRL shots. I'm not even sure the resource was released when I took this
Crazy colliding particles
Original Cg water resource on my mac
An early GLSL experiment
Fun with detail textures
This may indicate that there is a bug in the shader
Refraction is pretty
Bloom is not always your friend
Specular highlights and bloom can make a good combination. Also, look at all that refraction
Torque was probably not meant to handle that
Fun with color
It's Illumina!
Torque definitely wasn't meant to handle that
I finally read up a bit on global illumination
And Kork feels pretty
I also read an article on sub surface scattering. Hmm... sorry howie!
Spooky windmill
GUI fun
Procedurally generated normal maps which suck less
On a final note, look what was in the January 2007 edition of MacAddict
Anyone recognize that as Buccaneer?
Eh, no, not really. In fact, to be perfectly honest, I don't own a game made after, oh, 2003-ish.
My top game at the moment? Who remembers this beauty:

Ya, it's the original Command and Conquer. Someone put it up on GGE, and I got out the old game discs to see if it still worked under Mac OS 10.4.8 (It was written back in the days of 7.5.3). I figured, what, play a couple of levels just to see if it still works, awesome if it does, meh otherwise.
Ya, just a couple of levels, sure. So now I'm about halfway through the GDI campaign...
I miss games like this. The learning curve for Command and Conquer is about 15 minutes. As far as RTSs go, it is dead simple. But it's still incredibly fun and engrossing.
Anyhow, I'm sure you're all more interested in what I'm doing with Torque than what random 12 year old game I'm playing.
Right now, I have three primary goals
1) Get all of the various features in (I'm a feature creep, I need to not feature creep, but the features are so useful they border on/are necessary)
2) Make it crossplatform and consistent. Everything should work on Mac and Windows (maybe Linux if there's anyone with a lot of experience with Linux, Torque, and OpenGL), and the code should follow the same general patterns. For example, at the moment, VBOs are tracked by a linked list, but Shaders are tracked by a Vector. Bad me!
3) Document it until I want to jump off a bridge. Then document it until I do jump off a bridge.
Here's some sample documentation, just to torment you with little morsels of information.
Material system documentation
Detailed method descriptions for mkInteriorI LOVE dOxygen.
Moving on, unless there are any complaints, I'm thinking about running a series on the various components of the "Modernization Kit": what design decisions went into them, what they can do, and other such stuff. Basically just something to help keep my thoughts a bit more organized and keep the community up to date on what I'm hoping to release. I'd put up a .plan once every two weeks or so covering a different area (Shaders, Materials, RTT, etc.).
Also, check out my ImageShack feed. I use ImageShack for just about everything, so any update on documentation, shiny new features, or whatever I happened to find cool will show up in that. You can even go back and see just about everything remotely borderline interesting I've done since September 25, 2005. In all there are over one thousand images, so... have fun.
Here are some of my favorites:
One of the earliest DRL shots. I'm not even sure the resource was released when I took this
Crazy colliding particles
Original Cg water resource on my mac
An early GLSL experiment
Fun with detail textures
This may indicate that there is a bug in the shader
Refraction is pretty
Bloom is not always your friend
Specular highlights and bloom can make a good combination. Also, look at all that refraction
Torque was probably not meant to handle that
Fun with color
It's Illumina!
Torque definitely wasn't meant to handle that
I finally read up a bit on global illumination
And Kork feels pretty
I also read an article on sub surface scattering. Hmm... sorry howie!
Spooky windmill
GUI fun
Procedurally generated normal maps which suck lessOn a final note, look what was in the January 2007 edition of MacAddict
Anyone recognize that as Buccaneer?
Recent Blog Posts
| List: | 08/31/07 - Various musings 03/01/07 - Modernization Kit: Now on Windows! 01/31/07 - A couple of personal records 01/27/07 - Read a manual today! 01/04/07 - Old games and new tech 12/13/06 - Restructure, Refactor, Rewrite, Re... 11/10/06 - Just another month gone by 09/25/06 - Shiny pictures and upcoming resources |
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Submit your own resources!| Todd Pickens (Jan 04, 2007 at 08:10 GMT) Resource Rating: 5 |
I like the spooky wind mill shot. I was thinking about doing a day/night cycle for the content pack demo when I was developing it, but you know how that feature creep things goes.
| Dave Young (Jan 04, 2007 at 10:49 GMT) |
| Stephan (viKKing) Bondier (Jan 04, 2007 at 11:19 GMT) |
What could I say else? <8-P?
You drive me nuts, Alex. You are great.
| Martin Schultz (Jan 04, 2007 at 12:16 GMT) |
I didn't know that it was ever released for the Mac. I'm just thinking if it would run on my new Mac Mini... Now that would be cool.
BTW: I too thought a long time about this. Why does noone make game like this nowadays. The new C&C Generals is cool and very close to the first one, but... want more of this!!! :-)
| Adam deGrandis (Jan 04, 2007 at 15:17 GMT) |
| Edward Smith (Jan 04, 2007 at 22:48 GMT) |
| J Sears (Jan 05, 2007 at 17:50 GMT) |
| Rubes (Jan 06, 2007 at 02:40 GMT) |
| Tahlilgarantadbir (Jan 09, 2007 at 01:20 GMT) |
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