Showing posts with label d3d10. Show all posts
Showing posts with label d3d10. Show all posts

Friday, January 22, 2010

Killer Pineapples! Foof Engine turret ish functionality...


It's been a few days since I've updated hasn't it? Well, here are a few tasty new updates: Yes, you see right. That's a killer pineapple!

So what's new here? Well, I added some functionality for one object ot be able to track another. And what else can be more perfect to test than than pineapple turrets? NOTHING!

I also made it so the little meaty gibs leave a bloodstain on the ground when they hit it. Nothing major, no new functionality there engine-wise, just kind of cool.

VIDEO HERE : http://www.youtube.com/watch?v=WRvHW3LsDZ0

Saturday, January 9, 2010

Flying colored lights and dancing bananas!


What's not to love?! So anyway, in this extremely basic build of my engine I show how it can handle tons of dynamic lights at a time, there are hundreds of billboards with lights attached to them all flying around and being lit in post process via that deferred rendering I mentioned. I have animated textures working too! Cool, isn't it?!

Video! - http://www.youtube.com/watch?v=QYm80D0v_zc

Codename Foof Engine - My 3D engine.

So, I figured I'd start work on my own little 3D game engine. I'll detail my progress and all the gritty little details so that you might implement it in your own projects.

Let me start with a simple gameplay video of a cheese character collecting coins in a forest. Naturally, I promised you awesomeness and awesomeness I devliver.

http://www.youtube.com/watch?v=5WZbveP7WeI

- WARNING - BORING GEEK STUFF AHEAD - WARNING -
My 3D engine is based on a deferred rendering architecture. That means that the lighting, fog, etc. is all computed post process. The rendering is split up into multiple parts. It takes up some more memory, but it makes it a lot more robust and open ended. My other videos will show more advantages of this.

I am using a model format that I created myself, it supports skeletal animation.