Here is a first simple ">iLiNX Video.
This video shows you how the player moves around a planet. Like in a FPS he uses WASD to move and the mouse to change the view. With Q and E he can move up and down. The Up vector is equal to the vector pointing from the planet's centre to the player. If the …
This video shows you how the player moves around a planet. Like in a FPS he uses WASD to move and the mouse to change the view. With Q and E he can move up and down. The Up vector is equal to the vector pointing from the planet's centre to the player. If the …
Here are two in-game screenshots of the ice planet Nieves:
In a week I want to show you in a short clip how the player moves around a planet. But I must confess I didn't find a solution for the shadow glitch I reported a week ago. It's a pity, because everything else works fine.
The barren planet Sal…
In a week I want to show you in a short clip how the player moves around a planet. But I must confess I didn't find a solution for the shadow glitch I reported a week ago. It's a pity, because everything else works fine.
The barren planet Sal…
Here are the first two screenshots of a scene rendered by my iLiNX engine:
The fantasy: The images show an alien artifact on the planetoid Salen.
The reality: The model is very useful for testing lighting and shadow mapping. The last one still worries me. There's one major problem left to be solved.…
The fantasy: The images show an alien artifact on the planetoid Salen.
The reality: The model is very useful for testing lighting and shadow mapping. The last one still worries me. There's one major problem left to be solved.…
Sorry, no screenshot like promised. While the shadows looked okay as long as everything was in motion, still images showed me the necessity to soften the shadow's edges with a screen space blur.
The collision detection will facilitate the creation of more complex scenes with more objects on the pla…
The collision detection will facilitate the creation of more complex scenes with more objects on the pla…
After I've met the milestone I set myself, I suspended work on iLiNX for a week. I used the time to get some inspiration for the planet creation. Therefore I watched for example the fantastic BBC documentary Planet Earth - the only blu-ray discs I own. This week I want to to create a nice fantasy p…
To do DOF or not to do DOF? I've decided for the last, at least for now. If I've got the physics working, I can imagine a Depth of Field effect which always focuses on the surface the crosshairs point to. Maybe you remember the precipice level in the first Half Life game, where the outlook was a bl…
Here is a possible theme melody I created for my future game: Orbital Keep (wav, 15.1mb).
I was able to implement every feature in my engine I planned except shadow mapping. Hopefully I can solve all the problems within this week. Next week I want to start to create four fantasy planets.
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I was able to implement every feature in my engine I planned except shadow mapping. Hopefully I can solve all the problems within this week. Next week I want to start to create four fantasy planets.
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I'm coming nicely along with my engine. Only shadow mapping is giving me a hard time. Here are some new and rather basic things I've implemented over the last few weeks:
- Orbital movement around the planet
- Billboards
- Deferred particle engine
- Text output
- HUD
- Multiple lights
At the moment I'm wor…
- Orbital movement around the planet
- Billboards
- Deferred particle engine
- Text output
- HUD
- Multiple lights
At the moment I'm wor…
I t was probably a good decision to not buy an Atari Jaguar. But the Cybermorph pictures and the Battlemorph screenshots in the videogame magazines of 1993 and 1995 fired my imagination. I dreamt of large virtual worlds to explore. The Nintendo 64 was the first console which let me experience this …
One idea for a possible game: You're the Sandman. While you move in the orbit with the sunset around a planet, you have to throw sand on the cities below you to put the inhabitants to sleep. In the background you hear a lullaby.
Send all the people to sleep, who want to sleep! If you see or hear th…
Send all the people to sleep, who want to sleep! If you see or hear th…
If you're moving very fast backwards around a planet it looks as if the stars were falling like snowflakes on its surface. It reminded me of the experiences with accelerated time the Time Traveller had in H. G. Well's The Time Machine and Stephen Baxter's The Time Ships. This cosmic snowfall genera…
Now I know now why I postponed Alpha Blending last spring. It's indeed difficult to integrate it in a Deferred Rendering framework. To keep the rendering framework of the first version of my engine simple, I want to omit Forward Rendering completely.
I think I can create a Deferred Particle Rendere…
I think I can create a Deferred Particle Rendere…
I am working on my new homepage www.orbitalplay.com. Nothing to see yet, but I wanted to show you the new logo for my future games.
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Reading: Nova Swing by M. John Harrison
Watching: Startrek The Next Generation Season 4
Listening: Black Holes and …
The geocentric universe in iLiNX works very similar to the one described in the Almagest. This means that the planets and the sun(s) circle around the motionless world you play on. A starbox with pre-rendered fix stars and nebulae encloses everything. I used Lightwave 3D to render starbox textures …
I have been working on my iLiNX Engine until the end of May. At that time my Deferred OpenGL Renderer (DOGLR) could import Lightwave Object files with UVMaps and convert them to Vertex Buffer Objects. It reads TGA-files and stores them internally as Framebuffer Objects. DOGLR uses OpenGL Shading La…
This is an insightful Making Of of a wonderful game! Such inspirations motivate me to continue with my project.
I like such experiences: Something is easy to code but it has a big impact! Because I don't need the face colors for rendering a Lightwave Object in my iLiNX-engine, I use them for the imp…
I like such experiences: Something is easy to code but it has a big impact! Because I don't need the face colors for rendering a Lightwave Object in my iLiNX-engine, I use them for the imp…
This week I finished the geometry and the texture rendering part of my engine. It loads Lightwave object files and uses vertex buffer objects and normal mapping for rendering. The GLSL shaders calculate specular highlights and use ambient occlusion maps I bake in Lightwave 3D.
First I also wanted t…
First I also wanted t…
Blumenmacht was like a proof to me that I can finish a game project. While I created Blumenmacht with the knowledge I had at that time, I take a different strategy for my current project. I just finished reading several books I bought last year. Now I've teached myself everything I wanted to learn …
You might know from my game Blumenmacht that I'm a huge Myiazaki fan. Lately I discovered that his short movie Hoshi wo Katta Hi (The Day I Harvested a Star) is exactly about what I'm doing right now. After 40 seconds in "> this documentary you can see a boy moistening a little planet with a spr…
If I want to get back some of the magic videogames had for me when I was a boy, I visit the german site kultpower. There I can read the same game reviews I read many years ago in magazines. Another favourite is the video of an 80's trade show at Llamasoft. Looking in the eyes of the boys reminds me…
I love the short and clear description of Blumenmacht at Mobygames. And the screenshots with their subtitles are even more fantastic!
I learned that it's difficult to write a manual for a game I've been working on for many months. Therefore I can learn a lot from this concise text.
I learned that it's difficult to write a manual for a game I've been working on for many months. Therefore I can learn a lot from this concise text.
Blumenmacht is at the 18th place in the list of the best indy "art" games. The author found the game to be "Very original, and enjoyable to play" if you take the time to learn the game mechanics.
If you want to take a look at this very interesting list click here!
At the Brazilian site Baixaki you can download Blumenmacht and read a funny text about my game. I like their sense of humour! Here is a Babel Fish translation: "[...] The game with certainty was developed by fans of the movement hippie, however, arrived with a small delay of forty years at a world…
At Gamerswithjobs they describe Blumenmacht as "flOw on acid" or "Electroplankton on acid". While I can see similarities with Electroplankton, I'm not sure what makes Blumenmacht resemble to flOw. In the TIGForum Blumenmacht was described as Electroplankton with a goal.
Of course, not everybody lik…
Of course, not everybody lik…
Blumenmacht has been reviewed at Independent Gaming. The reviewer did really take the time to get into Blumenmacht. I like his constructive feedback.
On most computers Blumenmacht runs stable. But if Blumenmacht crashes, do the following steps:
1. Browse to the trickster.exe file in the Blumenmacht folder.
2. Right click trickster.exe and click Properties.
3. Click the Compatibility tab.
4. Select the "Run in 256 colors" check box.
Now Blumenmacht s…
1. Browse to the trickster.exe file in the Blumenmacht folder.
2. Right click trickster.exe and click Properties.
3. Click the Compatibility tab.
4. Select the "Run in 256 colors" check box.
Now Blumenmacht s…
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