Fairy Engine demo #4


Contents

Some Facts
Known Issues
Credits
Related pages


Some Facts

- DirectX and OpenGL rendering through hardware TnL
- MP3 replay through DirectShow (use the 'Fichier' menu to load your favorite one)
- S3M/MOD/IT custom replay through DirectSound
- scene graph based on portals
- terrain system for outdoors
- 3DS/PRJ import with 3dsftk (meshes & anims)
- anim replay using quaternions
- static collision detection system
- basic particles system
- single database archive, independent compression of each file
- features Goldorak (well known hero of a japanese cartoon) and Lara Croft !
- make your own screenshots (they are placed in the texture\shot subdirectory)


Known Issues

- the demo looks awful, I know :) The objects and textures I've used were not made to be put together. But it's only an old technical demo
- the collision tests are static : it means that if an object is on one side of a wall, and then on the other side the next frame, no collision is detected. So you can go through the walls in several situations : you have a very low framerate, other time consuming applications are running in the background, you have a big hard disk or CD rom access. Of course you can run through portals the same way without detecting them, and then the result is that your character disappears (he/she changes room without seeing it, doesn't find the floor under his/her feet anymore, and falls endlessly) or everything disappears (the camera has not changed node). This is of course something I will modify in a future version (by implementing dynamic collision detection). You can see which nodes the camera and the character are attached to in the 'statistics' infos ('S' key)
- the camera slides on the walls, but the character does not : another 'to be implemented' feature !
- the 3rd person camera can sometimes get stuck behind objects, especially when you move the character quickly
- if you try to collide with the high poly tree in demo #4 the framerate goes down fast : this is because the collision tests don't stop at the bounding volume level but are also performed at the face level, and this object has a lot of faces (14.2k)


Credits

Most of the textures used in this demo are from Remi Lefort.
Goldorak was made by my friend Alexis Vaginay, who is a coder (that's why there are some holes in the mesh ;)
The terrain textures (heightmap and color) are from Cyril Masquilliere.
Lara Croft is © and TM Core Design & Eidos Interactive
The other objects come from http://www.3dcafe.com (free stuff section)


Related pages

articles
Fairy screenshots
some source code

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