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Mar 5th, 2005 - Duke's handgun model

Another amazing 3d model from Bogdan! (I think Duke Nukem would find the .50AE Desert Eagle an 'appropriate' choice :)

Jan 30th, 2005 - Shotgun 3d model and a glimpse at the new UI subsytem

Another great 3d model from Bogdan (and more to come!), and a brief look at the new UI subsystem I've been working on these days. (... abusing the freedom I have with LDuke3D, the UI supports 'themes' for the window decorations :)

Jan 5th, 2005 - Exclusive 'Devastator' 3d model

New 3d model for the 'devastator', created for LDuke3d by Bogdan Chesaru. Saying that I'm impressed with the quality of this model is probably redundant :)
There is still some work left to make the model usable inside the engine (as well as coding the support for 3d weapon models of course), but it's a great start.
(BTW, if anyone is interested in helping with texturing, I'd be more than happy to hear! There is only one catch: the texturing has to be at least as good as the 3d model :)

Thanks Bogdan! I'm looking forward for the rest of the weapons ;)

Dec 27th, 2004 - New portals code

Probably some of the 'ugliest' screen shoots so far :) The engine it's being rewritten (major clean up, improved design, ...) and this is how far I got it running. Doesn't look much, but I'm pretty proud of this new portal code, I've finally implemented an old idea I had: do a breadth-first traversal of the sectors 'tree', trimming the current view/frustum after each 'tree level' (I  transform the portals into the camera space first so that I can only keep track of the 2d camera view)

In the end this might help a lot in many cases, as show in the screen shoots below (one of the screen shoots is with this new algorithm disabled, you can see the difference in the number of 'visible' sectors for the same scene)

without the view frustum optimization

the new code eliminates most of the sectors that are not really visible

 

May 15th, 2004 - Player collision detection

 

October 5th, 2003 - Sprites

bulletall duke3d sprites (wall, floor, face)
bulletcorrectly sort the sprites/masking walls

 

August 16th, 2003 - Mirrors

bulletimplemented duke3d mirrors
bulletmirrors have a glass texture as well (in duke they are perfect mirrors)

 

July 21st, 2003 - Masking walls (and transparency)

bulletmasking walls and 'one-way' walls
bullettransparency (for masking walls) - the transparent walls are sorted back to front to generate the correct image

 

May 13th, 2003 - Portals rendering in wire-frame mode

 

March 30th, 2003 - Mip-mapping and Fog

bullettextures are now mip-mapped
bulletsectors are fogged (black fog) to simulate 'visibility' for the original duke
bulleta special fog is used for the parallaxes
bulletfixed a couple of parallaxing problems

Old screenshots

A few screenshots taken at different stages of development. Most of the glitches you'll notice in those screenshots have already been fixed.

lemo duke3d duke nukem opengl direct3d directx

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Last updated: 12/27/03

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