Finally, I decided to rescue an old project of mine: a 3D space shooter but in the style of Xenon, Turrican and Nemesis/Gladius.
Now I'm finishing the dirty 3D engine I started few days ago. Yesterday I wrote this:
This morning I did some cleaning and added an octree structure:... a dirty&simple 3D engine to show you what you can do with latest Allegro.pas.
It isn't very spectacular but now I can "easily" manage cameras, lights, fog, skybox and materials. Of course it needs model and map loaders but the hardest was done yet.
At the moment I'll not do frustum culling but I'll add a distance culling, if the nearest vertex of a node is farther than <d> then it doesn't renders it nor their child nodes. I'll use it for collisions also.
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If you have Twitter, I'm using the #2PGDchallenge hashtag.
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