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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)
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without the view frustum optimization
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the new code eliminates most of the sectors that are not really visible
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May 15th, 2004 - Player collision detection
October 5th, 2003 - Sprites
| all duke3d sprites (wall, floor, face) |
| correctly sort the sprites/masking walls |
August 16th, 2003 - Mirrors
| implemented duke3d mirrors |
| mirrors have a glass texture as well (in duke they are perfect mirrors) |
July 21st, 2003 - Masking walls (and transparency)
| masking walls and 'one-way' walls |
| transparency (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
| textures are now mip-mapped |
| sectors are fogged (black fog) to simulate 'visibility' for the original
duke |
| a special fog is used for the parallaxes |
| fixed 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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