Early Voxel Terrain Engine Build

This is a short video of our terrain engine, it is in its early stages and still needs to be optimized and rewritten properly.
This is all inside Unity 3D, and if you have played Minecraft before you will see a resemblance, that game was the inspiration for our terrain engine.

Unity3D Voxel Terrain Engine from Hugo O on Vimeo.

"Codename:Infinity Quest" Character Style

Ok, so i guess we are working on 2 different games at the same time, here is the concept character styling for the next title code name "infinity quest"

Couple more cop animation test

Here is another render test of the cop character.

Animation Collage from Hugo O on Vimeo.

Old flash animations

Haven't really been updating this blog much, nor have i been keeping stream much.

so here is some old school animations that have been abandoned.

This is what i used to see how my animations looked with different armors and weapons.

Enjoy.

2.5D Experimental flash engine

So about 2.5 months ago I wanted to go back to basics and write a Wolfenstein3D clone or at least a similar engine. In about one night I got a basic wolfenstein engine running with wall textures and all. I experimented with a few ways of drawing the walls, first using the classic vertical stripes method. Then later moved to instead of drawing each individual pixel column to using the newer flash10 draw api. So I would find the two left and right edges of a visible patch of wall, and with one draw call to flash.display.graphics.drawTriangles method I got a nice wall.

The speed improvement was huge, frame rate would never drop below 60, no matter how far the walls were(and they were far)

Then later I got to wonder how hard it would be to render floor and cealing textures(plus Hugo kept nagging me about how the floor and ceiling were plain). So I tried using this method of floor and ceiling raycasting: http://www.student.kuleuven.be/~m0216922/CG/raycasting2.html

Tho it looked ok, it was just way too slow for flash. So I decided to turn the floor and ceiling to triangle rendering just like walls. Eventually replacing the wall raycasting scanning used to draw walls, to a type of occlusion finder. Where the rays would fill a dictionary of walls the ray hit then later rendering the walls as full cubes.

Once that was done... I figured it wouldn't be too much trouble to have the floor and ceiling have variable heights. So I did that. Then I added individual heights to each corner of the cells so I could have tilted floor and ceilings.

Well, 2.5 months later of tinkering and optimizing I think I got a nice tech demo I can post. Tho because of all the extra stuff the engine is doing now, It can't draw really far scenery like before, but I think its enough for a few types of games.

This particular map is generated(through perlin noise) at runtime when the clip loads, so every time the page is refresh there should be a different map.

Use W, A, S, D to move around. Tho there is no view tilt set up, the camera can look up and down(remember it is not a true 3d engine) using a hack

We are thinking of building a game out of this soon, so there will be more posts coming

concept art

Well i am working on a different project than what i posted before, this one is going to probably take shorter so we are going to tackle it first.

Enemy sorcerer in the game.

Character Animations

I am going to be posting some character animations done for the game, this will show you guys the style we are going for. I will tell more details about the game as we get further along it.

Concept Art Entry #1

Here we go, going to start posting to get some motivation.

Here is the first enemy concept art. It is an IMP one of the more common enemies for our game.

Unity3D 3 Announced!

Unity 3 was announced a few days ago. Don't know how I missed it since I'm currently building a game with Unity 2. Anyways, looks like version 3 is finally going to get an update on its lighting system now that it is going to be based on a deferred renderer.

First post

First blog post...more to come.

Syndicate content