3D Project
It has absorbed me more than
any other project I have worked on, it has alternately
driven me almost insane with frustration and
astounded me with its ease of implementation,
it is my most graphically impressive, smooth
running and well optimised project; and hence
I have decided that my 3D engine, the longest
running, and in many ways most sucessful of
my obsessive endeavours, deserves its own section
on this site. In the case of Trooper II, its
ownly rival in terms of scale and programming
labour, I can estimate a figure with regard
to the number of hours I spent putting the game
together: this is impossible with the 3D engine.
There have been many times when I have forgotten
about the whole thing for months, only to return
more ardent to improve the perspective, to make
the texture mapping more realistic and the engine
slicker. The engine has appeared in three different
incarnations, with only its very core central
to all of them: firstly in my BGI 3D version,
which was blessedly simple compared to the hulking
complexity of my modern work: in the faux-textured
mapped version using MCGA, and in the modern;
genuinely texture mapped with lighting effects
and dynamic loading of 3D models; version, which
has taken me countless hours to refine, and
which I have only so far used for graphical
demos. I have attempted to represent this work
on these pages, and to make available to you
all the tools I use for making my simple 3D
demos, if in the unlikely case you want to employ
my libraries to make your own 3D game. The history
section consists of the early 3D descriptions
in the early projects section, which I feel
is extensive enough to satiate my users' incessant
curiosity. I have split the information on the
actual mechanics of the engine into two parts:
the perspective and 3D engine, and the texture
mapper, which you can access on the submenu
to the left. The 3D library units, and the tools
I use to create my 3D models and 3D world can
be downloaded in the Units and Tools section;
and my most recent 3D demo is available for
download in the ultimate section of these pages.
Copious screnshots, of both the antiquated engine
and my most recent demo are also accessible
from this menu. I hope all this is comprehensible;
if you are interested in developing your own
engine, I suggest you build it from scratch
as I did (my own code is not very instructive),
but make use of tips I'll include in the description
of the function of the engine. Happy modelling,
Jon