| Submitted by , posted on 20 October 2000 |

Image Description, by A mix of screenshots from my upcoming game system, the TINY engine. Actually the work is on the early stages, but I felt somewhat anxious to hear from this refined community what do you think about it as it is just now (very simple, I know). I will be glad to see some comments.
Maybe it sounds a little biased, but I must say that this sample doesn't show it's real capabilities. The real demo will be ready within 30-45 days from now.
The system will feature seamless indoor/outdoor scenery and advanced game entities, particle systems, etc.
Features already implemented:

> - Direct 3DSMAX scene/model exporting including correct multi/sub materials, lights, cameras, textures (with auto-conversion) and geometry -- with immediate preview;
> - Tunable raytraced lightmaps with phong shading and shininess;
> - Saving/loading of preprocessed scene to/from compressed cabinet file (using Microsoft's free cab library - works but is provisory);
> - Adjustable octree subdivision with fast frustrum culling;
> - Adjustable ellipsoidal collision detection (octree aware);
> - Multiple origin/target cameras;
> - Support for keyboard, mouse and VFX-3D helmets through DirectInput and retouched code fragments from IISVR;
> - Vertex buffered Direct3D rendering;
> - Quake2 animated models (works well but is provisory);
> - Small executable, small scene file, no external dependencies (being designed with web in mind);
> - Average good oop with separated Core/Windows modules.

The first preliminar preview is available at [http://planeta.terra.com.br/informatica/tiny]

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