Fairy Engine demo #4
Contents
Some Facts
Known Issues
Credits
Related pages
Some Facts
- DirectX and OpenGL rendering through hardware TnL
- MP3 replay through DirectShow (use the 'Fichier' menu to load your favorite
one)
- S3M/MOD/IT custom replay through DirectSound
- scene graph based on portals
- terrain system for outdoors
- 3DS/PRJ import with 3dsftk (meshes & anims)
- anim replay using quaternions
- static collision detection system
- basic particles system
- single database archive, independent compression of each file
- features Goldorak (well known hero of a japanese cartoon) and Lara Croft !
- make your own screenshots (they are placed in the texture\shot subdirectory)
Known Issues
- the demo looks awful, I know :) The objects and textures I've used were not
made to be put together. But it's only an old technical demo
- the
collision tests are static
: it means that if an object is on one side of a wall, and then on the other
side the next frame, no collision is detected. So
you can go through the walls
in several situations : you have a very low framerate, other time consuming
applications are running in the background, you have a big hard disk or CD rom
access. Of course you can run through portals the same way without detecting
them, and then the result is that your character disappears (he/she changes
room without seeing it, doesn't find the floor under his/her feet anymore, and
falls endlessly) or everything disappears (the camera has not changed node).
This is of course something I will modify in a future version (by implementing
dynamic collision detection). You can see which nodes the camera and the
character are attached to in the 'statistics' infos ('S' key)
- the camera slides on the walls, but the character does not : another 'to be
implemented' feature !
- the 3rd person camera can sometimes get stuck behind objects, especially when
you move the character quickly
- if you try to collide with the high poly tree in demo #4 the framerate goes down
fast : this is because the collision tests don't stop at the bounding volume
level but are also performed at the face level, and this object has a lot of
faces (14.2k)
Credits
Most of the textures used in this demo are from Remi Lefort.
Goldorak was made by my friend Alexis Vaginay, who is a coder (that's why there are
some holes in the mesh ;)
The terrain textures (heightmap and color) are from Cyril Masquilliere.
Lara Croft is © and TM
Core Design & Eidos Interactive
The other objects come from http://www.3dcafe.com
(free stuff section)
Related pages
articles
Fairy screenshots
some source code
back to top