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mattf|stealthcoder

by Matt Fairfax · 03/11/2004 (7:04 am) · 1 comments

I don't have a bunch of pictures for this plan (they are coming) but I do have something cool to show you:

www.rustycode.com/matt/shape3ds7.jpg
That is the BraveTree WarSparrow in .3ds format with working collision and transparency! Those were my goals for the first release of the .3ds resource so I am going to package it up today or tomorrow and post it =)

I've been working on getting the player to cast shadows onto the q3 interiors. I have met both success and failure. I was able to get my fxCollisionObject to receive shadows with minimal effort:

www.rustycode.com/matt/fxCollisionObject1.jpg
I quickly started to implement the same for Quake3Bsp...didn't go so well. I spent a frustrating couple of hours last night trying to figure out why no shadow was showing up until I realized that I was "indoors" where the sun couldn't reach the player! Doh! I corrected for this and loaded up a complex level...my framrate was hideous *and* most Quake 3 levels have an external collision box at the bounds which "hides" the sun. Fortunately, I have a plan for this since this is something I needed to deal with anyway so that you can walk in and out of the interior. I have some ideas on speeding up the players shadow casting onto the interior but I need to work through them a bit first.

Fun stuff =)

About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.