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Eye Yam Alive!!!

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Hellooooooooo GameDev.net!

Well, after years of being a resident lurker, I've finally decided to get off my lazy butt and become a member here. I've been a regular reader of gamedev for at least several years and mostly flipcode before that (as my regular). My main motivation for getting set up was to get a bit more socially involved with the community and to share the stuff I've been working on.

So, introductions aside, here's what I'm doing atm.
Yes, its a screenshot.

Ok, so that doesn't explain very much... You'll have to excuse the horrendous programmer art, but basically it's a level/scene editor program. You can create the meshes to use in the model-editor (not exactly 3DMax, but it'll do for now), create and manipulate instances of them in the scene-editor and also relate them to each-other using the scene-graph hierarchy. I guess the "main" feature of this program is that the models are created and then tesselated using a surface subdivision algorithm. The algorithm supports triangles, quads, crease-edges and hard-edges. The models support specified levels of tesselation, per-face-vertex diffuse colour, per-face multitexturing (two layers per face, but many different textures can be combined on the model) with per-face-vertex alpha.

To illustrate what I mean by subdivision, here's a couple of shots of the pyramid object from above:
Untesselated in wireframe mode.
After three tesselation iterations.
In the first image, you can see that the starting object is a simple 5 face pyramid shape (the base is a quad). Its a little tough to see from the shot, but there's a "crease point" applied to the pinacle of the pyramid and a "crease edge" applied to the edges around the base. This results in the pinched look at the top and the circular shape of the base that you can see in the second image. Basically, the algorithm takes a simple low-poly model and turns it into a smoother-looking shape by subdividing each face into 4 smaller faces at each level of tesselation.

Anyway, basically this editor allows me to make scenes with smoother, (hopefully) more organic looking shapes, without chewing up large portions of disk space. The engine currently also supports a simple scene-graph represention and has loose-octtree spacial partitioning for fast frustrum-culling/scene updating. My hope is to create a nice engine with simple-to-use-but-powerfull editting tools with which to create some monstrosity of a game. Currently the plan is for a 3d platformer, but really it could be anything.

That's all I'm going to write about today. I'll try to describe the engine's features and what I want to do with it in a bit more detail in the next few posts.

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Love the DooM Demon avatar. If you want something better than an in-game shot, I have all the original images/sprites exported from my project DooM.Net. Just give me the state(idle,attack,etc..) and angle if you want one. The originals in the WAD look a lot better since the game scales them down.

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Hey, thanks guys!

Thanks, I've got all the doom graphics I could poke a berzerk fist at as I used to do a lot of dehacking. Man I loved that stuff, changing the plasma gun into a flamethrower and the BFG into a mine-layer. Ahh the memories!

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