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Current projects:

Network gaming environment, working title: NetLua

Some time ago, I tried to find free, small multiplayer games that are fun and uncomplicated to play over a LAN. My results were not overly impressive, to say the least. Because I have always been interested in network programming but never got around to writing a network game, I thought, why not provide people (programmers, specifically) with the means to create network games with a minimum of fuss. I started researching and quickly realized that the way to do this was to enhance a scripting language (another area of programming I've always been fascinated by) with easy access to a graphics and network engine. The result from this idea is this work-in-progress project.

At this time, there are neither screenshots (wouldn't be too impressive anyway, it's only a windowed application with some ugly sprites displayed in a box) nor downloads (not interesting enough to try yet), but I can tell you that I got the network code, the heart of the project, working nicely by now.

Powered by scripting language

Features

[As yet untitled] terrain engine / game

download tech demo v0.1
download tech demo v0.2
download tech demo v0.3
download tech demo v0.4
download tech demo v0.5
Please pick the latest version for download, the older ones are only for archiving purposes.

We are currently working on a 3d game set in large outdoor terrains. The engine runs under OpenGL and is designed to run smoothly also on systems that don't have cutting-edge hardware (like mine, for instance ;)). A hardware accelerator card supporting OpenGL is required, but I think this is standard in today's (and yesterday's, for that matter) systems. To show you how it currently looks, I have added some screenshots below.
By the way, unlike our first finished project Hit&Run, this will most probably be in English because I just want to have a larger audience. I know my English is far from perfect, but with some help I think I'll be able to write some decent texts.

Good news: a nice guy called Jason McIntosh has contacted me via email, and we are at the moment working on a concept for a weird strategy/RPG game. I don't want to give away any details at the moment, but it sounds like it could be a fun and original game. This might really work out so we end up with a game sometime... You can still mail any story ideas or gameplay concepts to me, but I doubt I will accept them unless they are either _very_ convincing or fit into the existing concept somehow.

If you have been following the development of the engine for some time and have a look at the newer screenshots, you will notice the new, improved terrain texturing. This nice new feature (it is only available in engine versions starting with v0.5) is completely user configurable, so if you are interested in how to do it or the way it's implemented, you might want to check the Texturing doc that includes a short tutorial on creating terrain textures and some specifics on the algorithm itself.

Another recent addition (starting with v0.5) is the capability to display water surfaces. They are implemented in a rather simplistic way: simple textured, alpha-blended, animated quadliterals that are placed into the terrain. This makes them pretty quick to render, and despite this basic technique they can still look very nice. As always, a look at the screenshots will show you what I'm talking about.

The engine is still in an early stage, but you can already download an interactive demo. If you do, I would be very grateful if you sent me details about how it ran on your machine, just read the readme.txt. And for you fellow game programmers out there, I'm always open to any technical questions and propositions!

Features include:

(Note this is a work-in-progress project in an early stage of development.)

The screenshots are ordered roughly in reversed chronological order, meaning the images on the top are newer ones.


Support for adding water surfaces to maps is fully implemented.
The water texture is dynamically offset, making it appear to sway around.






The new terrain texturing. It takes into account height and slope and is highly configurable.





Yet another texturing shot: with only two lines I transformed this landscape into snowy mountains.


Particle effects: After so many internal progresses, I decided
it was time for some eye candy. This looks even better in motion!



Another particle system, this one trying to simulate smoke.


The engine is now becoming highly configurable through the use of config files and this console.


A view at the terrain from above; note the smoother lighting in this version and the font.


Sprite support: sprites don't have to face the viewer, they can be orientated arbitrarily.