Project Chrysalis
Posted: Thu Sep 09, 2010 8:30 pm
Hi guys I'm Kind of new here and i was wondering if i can have some help with a quake 3 project I'm working on.
Title: Project Chrysalis
Starting source Code:
Quake 3 source
Quake 3 Bump mapping and Spectacular mapping support Quake 2 source
Quake 2 evolved version 0.68 source
Bullet Physics Version 2.77
Quake 3 MD5 Support
(as of 2011 ID Tech 4 Map and integrated support)
Compiler:
Visual Studio 2008
Help/References:
C++ for Dummies
Game Development Hand guide
Goals:
Visual:
Bump Mapping
Parallax Displacement
Parallax Occlusion
Spectacular Mapping
Self Shadowing
Detail Bump Mapping (256 x 256)
Physics:
Collision Detection
Rigid Bodies
Dynamic Soft Bodies
Dynamic Rigid Bodies
Dynamic Environmental Interaction
Model/Vertex Recognition:
MD5 Model Support
Tag Points (for model attachment and model to model interaction)
Sub-Model Body Parts
MegaTexture™ Map Support
Artificial Intelligence:
Restriction Zones
Follow Points
Dynamic AI Cover System
Gameplay:
Dynamic First Person View
Dynamic Weapon Modding
Parkour like Gameplay
First Person Direct Interaction
First Person Cut Scenes
Dynamic Environmental Gameplay
Sandbox like Roaming
APi Support:
Shader Choice and Modding support
Material Choice and Modding support
“Models and maps only loaded once During Gameplay”
LOD Mapping Support
Limits:
Time Consumption and budgeting
Multiple Dynamic Lighting support
Raycasting performance
Soft Body Population Performance
Shader Performance
Title: Project Chrysalis
Starting source Code:
Quake 3 source
Quake 3 Bump mapping and Spectacular mapping support Quake 2 source
Quake 2 evolved version 0.68 source
Bullet Physics Version 2.77
Quake 3 MD5 Support
(as of 2011 ID Tech 4 Map and integrated support)
Compiler:
Visual Studio 2008
Help/References:
C++ for Dummies
Game Development Hand guide
Goals:
Visual:
Bump Mapping
Parallax Displacement
Parallax Occlusion
Spectacular Mapping
Self Shadowing
Detail Bump Mapping (256 x 256)
Physics:
Collision Detection
Rigid Bodies
Dynamic Soft Bodies
Dynamic Rigid Bodies
Dynamic Environmental Interaction
Model/Vertex Recognition:
MD5 Model Support
Tag Points (for model attachment and model to model interaction)
Sub-Model Body Parts
MegaTexture™ Map Support
Artificial Intelligence:
Restriction Zones
Follow Points
Dynamic AI Cover System
Gameplay:
Dynamic First Person View
Dynamic Weapon Modding
Parkour like Gameplay
First Person Direct Interaction
First Person Cut Scenes
Dynamic Environmental Gameplay
Sandbox like Roaming
APi Support:
Shader Choice and Modding support
Material Choice and Modding support
“Models and maps only loaded once During Gameplay”
LOD Mapping Support
Limits:
Time Consumption and budgeting
Multiple Dynamic Lighting support
Raycasting performance
Soft Body Population Performance
Shader Performance