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About Terrain Voyager Engine
Voyager is my new 3D engine. It has been build for my work of end of studies in computer science. I did it for DS Improve, which is an sgi reseller, to demonstrate performance of their visual workstations.
Now, my goal is to build a general multi-platform terrain engine that can be used for games, such as FPS or simulators.
What have been done
- Pure C++, OpenGL+SDL for performance and portability
- Frustum and backface culling (based on quad-tree)
- LOD with Geo-morphism
- Multi-pass, bi-texture rendering
- Static shadow
- Underwater effects and water animation
- Translucent water with reflexion of clouds
- Console with basic scripting commands
- Basic collision detection
- 3D models
- Interactive mode with mouse and keyboard input
- Interactive demos
What can be done
- Fixing the bug with color morphing (when doing geo-morphing)
- Detail texture
- Optimizing the code for low end video card (more LOD, solution with less rendering passes,...)
- Adding lighting effects
- Adding atmospheric effects (smoke, volumetric fog,...)
- Better management of underwater effects
- Better 3D models support (bbox optimisation, more formats,...)
- Adding true rivers and lakes
- Better sky / clouds
- More vegetation
- Better water reflection
This list is not exhaustive.
About the author
Thierry 'Hurdler' Van Elsuwé <tvelsuwe # swing.be>
I'm also the project leader of Doom Legacy
I'm currently working for DS Improve
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