Troy Brant

Game Engine


Project Description

In the fall of 2006, I will be taking video game design with three of my friends. We all agree that if we want to do anything substantial in the class, we will need to go into the class with some kind of code base. So we're developing a 3D game engine that will assist us in the creation of our game. So far, here's a wish list of the features we would like to have in our engine:

Personally, I'm in favor of an AI component, but that my be just too much for the amount of time we have. Our programming language of choice will probably be C#.

Screenshots

Just a flat terrain. Nothing really special.
This is an example of the circles algorithm. It's generated by repeatedly creating hemispheres at random positions across the terrain. After a while, you have very smooth looking hills and valleys.
The white ball is bouncing off the terrain, testing both collision detection and physics.
The fault algorithm is demonstrated here. It's generated by repeatedly raising rectangular areas of the terrain, which amazingly look like "faults". It creates a much more craggy, mountainous terrain than the circles algorithm generates.