LATEST NEWS
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Just wanted to say that we haven't forgotten about the shadow demo. There has just been quite a lot of stuff going on.
Wishlist/plan:
- Figure out what is wrong with the ATI driver
- Total rewrite of the framework code
- Create an nVidia 6800 version (just have to get hold of a card first)
There is now a PDF version of the soft shadow master thesis on the documents page.
Uploaded a source only package for the hacked soft shadow demo. Get it from the download page.
Should be more stable.
Added a hacked version of the soft shadow demo to the download page. This version should work on nVida card as well. The latest ATI drivers still does not work though.
There is a new version of the Soft Shadow demo on the download page.
Changes:
- combined ATI / NVIDIA version- fragment programs rewritten to make them easier to read
- fragment program for spherical light source is now only 55 instructions long
- fragment programs for rectangular/textures merged into one (using mARBle)
- window size can be changed in the gui (as requested by "MrChimp" in the guestbook)
- mouse works outside of window when in gui mode
- ...and a few minor changes
It seems like the best ATI driver version for the soft shadow demo is still Catalyst 3.2.
The binaries and source code for our soft shadow volume framework/demo has been released. You can find it on the download page. There isn't much documentation yet, but feel free to experiment. If you want to compile the demo yourself you will need ODE. There are currently two versions of the demo, one for ATI (Radeon 9700 and above) and another one for NVIDIA (GeForceFX).
The release of the soft shadow volume code and the game based on it will problably be delayed. We had a break-in last night and the computers and the last two weeks work (or more) was stolen.
A guestbook has been added to the homepage.
A new version of the soft shadow volume demo has been uploaded. Nothing special if you have the 24.10.2003 version though.
The Soft Volumetric Shadow project has been added to the project section. Make sure you go there and check out the screenshots.
If you are the proud owner of an ATI Radeon 9700 or above you must try our new OpenGL demo featuring soft volumetric shadows in real-time! Click here to download. Source code will be released sometime around the end of december.
This patch will return the missing wheels of the EVO fix a few bugs, and also (hopefully) speed up the game.
Removed a few bugs and some unused files. The zip file is now aprox. 10megs smaller. The 02.10.2003 version of the game has been removed from the download page.
The latest version of the car game has been uploaded. Included in the package are two new experimental maps.
A new version of MARBLE has been uploaded.
Our macro assembler tool for ARB vertex/fragment programs has been added to the projects.
Extreme low-poly-count interior added.. Cars _CAN_ have non-transparent windows.. right?
Some of the details have been added, e.g. license-plate and simple engine representation. Plans to use a glossmap when applying the environment map came up, and a suitable map has been added to the textures. The windshield wiper is modelled, but it is not clear if it will be incorporated in the model.
Work has begun on what might become the new graphics engine for the game. It is therefore unlikely that we will be able to release a new version of the game for a while. We might release a slightly modified version of the old engine featuring the new models and maps though.
Textures have been applied, and the model can now be tested in real-time action! Details are still on the TODO-list and remain to be done.
Progress has been made on the interior. These parts are as of now not incorporated in the model. Lack of time will be a huge problem in the next 6 months, but hopefully the interior will be in place shortly.
The shell is now completed. Details such as brakes, windshield wipers, license plate, interior, and textures are still missing though.
After a simple hack in the datafiles and a new map using the trimesh object we came up with a Tunnel Vision inspired map and hovercraft. Watch the screen shots.
Some problems with mirroring slows down the modeling process. The two parts forming the sides of the car are identical. This implies that the mirroring tool should be used, but it infers problems since our internal mesh format does not support this feature. As soon as the left side of the 911 goes right, the body of the car is completed.
Two images of the front- and rear bumper available after ~14hrs of work. Some artifacts left unattended. Modelling of the side is next.
The project to model a Porsche 911 Turbo (996) has started! Watch the car come to life on the projects page.
The game has finally moved outdoors. Go to the screenshots page and have a look at this work in progress.
Added support for the new ODE trimesh geometry, thus enabling support for arbitrary leveldesigns.
Upgraded ODE (the physics engine) to version 0.039. This, we hope, will make the game more stable.
Two new cars have been added, Mitsubishi EVO 6 and Lancia Integrale. The EVO comes in two flavours, a 4wd and a standard rwd. Models by Claes Wikdahl.
Redesigned the webpage.
The first version of the homepage was uploaded.
The first stable version of the game is finished. It uses a model created by Psionic 3D Design.
Added support for planar reflections in the ground plane.
A car object has been added to the project.
The first week of development is over and the new graphics library can now load models from file.
The idea to create a car game using ODE and OpenGL first surfaced.
