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1994-05-06
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READ ME FILE FOR 3DENG DEMO Ed Goldman 6-MAY-94
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Please read the 3DENG.DOC file before trying to start the demo. This file
contains info about system requirements, configuring and starting the demo.
Thanks!
I've been working a ton recently on adding new stuff to my engine. I think
it's now, finally crossed the boundary of being simply a 3d polygon renderer
to becoming a real game engine. I've decided at this juncture to
release the work in progress and get some feedback.
Some of you may have seen earlier versions of this demo which I uploaded
to various ftp sites and compuserve. For those who haven't, here's a brief
rundown on what was in it:
o 3D polygon renderer first person POV in ModeX (320x240)
o Ships flying around in space
o Texture mapped polygons
o Clear Texture mapped polygons
o Gouraud shaded polygons
o Laser fire
That was about it. It took quite a bit of work just to get that far,
including many optimizations, bug hunts and fixes. Now, here's the
new stuff:
o Sound Support. I'm using John Ratcliff's DIGIPAK/MIDIPAK drivers on top
of which I've built an 8-channel digital mixer. So far it only supports
8 bit, mono sound sampled at 11Khz, but should now be easily extensible.
I highly recommend John's drivers. They're low-level enough to allow
lots of programming flexibility and support a bazillion sound cards
right out of the box.
o Animated Texture Maps. Not very difficult to implement on top of the
already existing stuff. All the explosions in the demo are actually
clear polygons created on the fly with an animated explosion texture
mapped unto it. If you get in close to one of the ships, you'll be
able to see the same explosion animation texure-mapped inside the
cockpit.
o Collision Detection. This took me a while to figure out the best way
to do it and all the math involved. The detection level is pretty
damn close to the polygon level. I haven't implmented any sort of
space partitioning in the code yet, so for now, to keep things moving at
a good clip, the only detection checked is for laser hits on other
objects.
o Targeting Computer. It's pretty simple right now. You can select a
target in the world. A box will display overlaid on your selected
target. The computer will detect potential laser hits on the target and
emit an audible tone and change the cross hair color.
o Joystick support. I definitely recommend that you use a joystick --
much more fun and better control.
o Star Field. Gives a nice sense of motion. I still need to fade
the more distant stars, but it works nicely for now.
o New Art. Hey, I'm no artist! But, I've been having so much fun with
Fractal Design Painter 2.0 that I completely redid the cockpit graphics
from scratch as well as some of the other graphics.
That's about it. After all this new stuff it's kinda ready for a new
round of optimizing. I should mention that I haven't yet implemented
any timer slicing so it runs flat out as fast as your machine/vga card
will allow it. More stuff on the screen, things run faster, less stuff,
slower. When you exit the program it will tell you the approximate
averaged FPS while you've run it. I'd appreciate hearing about what you
get for FPS on your hardware/vga setup as well as your qualatative
impressions on the speed (the FPS number varies a lot, depending on what
you were doing).
For instance, on my home machine a 486/33 with an ET4000 Local Bus VGA
card, I get on the average about 20 FPS +/- 8 with all options
enabled. My work machine, a 486/66 S3 VGA VLB, gets about 35-40 -- it's
nearly too fast! I'm particularly interested in hearing what 386 users
are getting.
I can be reached at:
Internet: edg@ingres.com
Compuserve: 72630,2763
Thanks,
-edg-