| Submitted by , posted on 17 November 2000 |

Image Description, by I've been experimenting with other things since the NeoTerra screen shot I submitted a while ago... This new project is tentatively called nSpace, and is a very Starfleet-Command "ish" game, with similar focus on tactical combat, etc. I am trying to create an engine that is very cinematic and lends itself to movie-style sequences of phasers searing and torpedoes exploding :)
The image above shows the Defiant and an Enterprise-A class starship taking "chunks" out of a Borg cube. (All intellectual property in this picture is copyright its original owner, and I am in no way going to use the Star Trek-related material for personal profit.
Some of the features at this point include:

> - TnL accelerated VIPM, as ship models are around 20k polygons at their maximum.
> - Dynamic LOD, automatically scaled back triangle count.
> - Fully dynamic lighting on meshes, uses up to the full eight lights in hardware for weapon effects.
> - Easily generated environment/background
> - Designed to be "moddable", so it can easily be changed to other Sci-Fi universes
> - Heavy use of DXTN for ships, using 1024x1024 textures
> - Lightmaps or illumination maps for ships
> - Dynamic damage "scars"
> - Very BASIC AI.

Missing features:

> - A HUD :)
> - Autodetection of TnL
> - Sound!!!!
> - Many other things graphicswise...
> - Better AI

I've put the demo up for download at my site, and I have compiled a TnL and a non TnL version, though I am targeting polygon-crunching hardware ala GeForces or Radeons. Also, you can run the demo without a DXTN capable card.... but it won't be very pleasing because all ship textures will be corrupted.
Download the beta at: http://users.rcn.com/j.go/nSpaceDL.htm
Any feedback is appreciated,
Jared G. (j.go@rcn.com)

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