Game Development Community

Plan for Adrian Tysoe

by Adrian Tysoe · 07/23/2004 (10:50 pm) · 5 comments

Well after Aerial Antics we've had a lot of swings and roundabouts. Almost finished our second (supposedly short gaming project) which ended up taking a reatively short time in man hours spread over a few months.

Anyway, got all excited about starting a new project from scratch built around the new max exporter, rather than Unwrap3D which was all that was avaliable when we were making Aerial antics.

For months we've been tossing around a handfull of game ideas and after much tossing and turning Jeremy and I settled on something. During the week I thought I'd experiment and hopefully J will be able to put together a prototype game in the following weeks.

started playing with multipass rendering in the exporter, and can do nice masked landscapes with masked shinyness or environment maps. Pretty exciting stuff except for the odd alpha sorting issue that I'm praying J will be able to fix in code so that this tech is useable.

s93153354.onlinehome.us/testterrainc.jpg
s93153354.onlinehome.us/TerraintestB.jpg
s93153354.onlinehome.us/dudesA.jpg
s93153354.onlinehome.us/DudesB.jpg

#1
07/24/2004 (6:54 am)
Dang, for a second there I thought that you wrote some fancy shaders for terrain in TSE :(
#2
07/24/2004 (8:51 am)
Not yet, but Jeremy and I have been discussing TGE and TSE for over a year now and are seriously considering trying to develop a generic 3d format that the engine can use for 'polysoup' type geometry with support fro multiple UV's and blend modes and proxy collisions. All the stuff done above uses DX7 only.

Might take a while to do this in TGE/TSE since Jeremy is just starting to experiment with the engine. but with only 2 viable future engines with cross platform support avaliable Torque or Bmax (Bmax is still a few months off and initially 2D).

No promises yet but it is something we would are extremely interested in doing.
#3
07/24/2004 (1:29 pm)
Looks pretty trippy, interesting. Email me if you have any questions about TSE. I think you guys could adapt it without too much trouble to use polysoup and the TSE shaders. You might want to talk to the Bravetree fellows and/or Brett Fatori about custom collision on 3D shapes.
#4
07/24/2004 (1:50 pm)
That would be a great thing. If you need any help on the way, I'd be happy to lend you advice and guidance! I may not be able to help with the rendering but I can help you get integrated with Torque.
#5
11/02/2005 (7:38 am)
hehe, sweet. We never did much ourselves with Multipass, but I know you can get some good stuff. Is that a Sam Fisher-Bot I see?

Anyway, I see this ones very old, I hope it doesnt jump to the top of some forum somewhere :)