Jump to content
  • Advertisement
Sign in to follow this  
tjsmith

Hello GameDev...

This topic is 4841 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there everybody! I've been freqeunting the forums for a while now and have decided to try and become an active GameDev.net member. I am a friend of Arex on these forums. Anyways, I thought I'd try and enter with a bang, so I have a screenshot of the terrain engine I've been working on, which can be found here: http://www.pyrrhictech.cjb.net/ The site isn't much, just a placeholder for my latest screenshots. I hope I can bring some good stuff to the forums to help do my part. I'm a C/C++, DX, Win32 programmer mostly, but have dabbled a little in other areas and will certainly try to do my part. I hope you enjoy the screenshot and look forward to hearing opinions, advice and lending a hand when I can. Terry

Share this post


Link to post
Share on other sites
Advertisement
Welcome to the site! It looks good, but a little dark.. otherwise, nice to have you joining us. Good luck in all your game programming endeavors. =)

Take it easy.

---
Michael Tanczos

Share this post


Link to post
Share on other sites
Glad to see a positive response on both my presence and the engine. I'd be happy to outline the engine for you:

The game engine is called Pyrrhic Technology. It has current support for all Windows operating systems, and I would like to do a Linux port. I have full DX support currently, but again, would like to p;ort it to OGL once I have an established base. The entire engine is very easy to port render and operating systems. There is full input support for DirectInput and legacy Windows support as well.

There are some semi-advanced features, such as 64-bit HDR lighting and full shader support. The terrain engine itself is heavily optimized and runs very smoothly, even on my P3 500Mhz, with GeForce 5200 and 160 Mb of RAM.

The terrain engine itself is built from 64 x 64 32-bit PNG heightmaps and all normals, multi-texturing and shading info is loaded from a pre-generated file. The terrain is entirely self-shadowing and utilizes all of the engine's advanced features (such as resource management).

As for my future plans, I would like to complete multi-texturing and texture blends in the next little while. Then I plan to write a font system and release a tech demo of the engine shortly thereafter to get a rough idea of where the engine stands on other computers (aside from the ones I own).

Again, thanks for the warm welcome. Any other comments or suggestions on the screenshot above would certainly be welcome.

Terry

P.S. Micheal: Yea, the darkness was indeed purposeful, mostly for effect.

Share this post


Link to post
Share on other sites
I added a much higher resolution screenshot for those interested. I am hoping to add the timer and font classes in tonight and tomorrow and get an FPS count to release a tech demo.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!