| Submitted by , posted on 21 April 2002 |

Image Description, by These are 2 screenshots of a 3D engine I've been working on in some spare hours since a few weeks. It is programmed in C++ and uses DirectX 8.1. It's not very fast yet, but there is still a lot of optimization to be done so it will probably get faster in the future. I'm still searching for some fast ways of extracting silhouettes.
Features:

> - Per Pixel Attenuation
> - DOT3 Bumpmapping
> - Stencil Shadow Volumes
> - Scripted Shaders
> - Map Converter for Q3Radiant maps
> - Motion Blur
> - Simple Particle System
> - Quake 2 Models

The lighting/shadows can be dynamic, but static lights are handled in a different way so they are faster. In the future I hope to add more features like curved surfaces, volumetric fog, spotlights and most important: visibility culling (probably a portal based approach). Also, a GeForce3 implementation could make it much faster because of the vertex/pixel shaders and extra texture units.
More screenshots and a demo can be found at my webpage: http://rugged.def-act.com or a direct link to the demo:
http://home.planet.nl/~meffe004/dennis/files/rugged2.zip (6.14 MB).
The demo requires a GeForce or highter and DirectX 8.1. There are still some problems with z-buffer precision so you might see some cracks, and there is a small bug in the bumpmapping wich makes it look wrong in some cases, but I think I will be able to resolve this pretty soon.
Finally, thanks to the guys in #flipcode on EnterTheGame for helping me.
Dennis Meffert

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