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Nothing here yet, really. The goal: to try and finish my ongoing 3D… - Spectre Gruedorf Challenge Blog [entries|archive|friends|userinfo]
Spectre Gruedorf Challenge Blog

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[Feb. 2nd, 2008|05:27 pm]
Spectre Gruedorf Challenge Blog

spectreblog

[mad_and_crazy]
Nothing here yet, really. The goal: to try and finish my ongoing 3D engine project - well, not finish it, but at least shuffle it out the door to a public release that I feel happy with.

The method: The GRUEDORF CHALLENGE.

The man: myself. One man, versus a 3D engine. No tool programmer, no artist, no other users. Just madness.

The current state of the engine: Well, I've been working on it on and off since about 2004 or so. At this point in time, we have an OpenGL scene graph renderer, a Maya importing toolchain (animated and static meshes), a Lightwave importer (.obj files; static meshes only), a complete UI system, a plugin-based level editor, rudimentary support for physics, networking and scripting via Ruby, and a whole lot of support code.

What needs to be done: everything else. A complete TODO list exists, but it's actually very, VERY large. I'm not sure where I'm going to begin: probably with the 3D editor.

Wish me luck?

Some screenshots exist:

Ultraterrain(TM) - my rip-off of id's megatexture technology. This would be a good thing to finish.

Perseus, a game being made with the engine by a "team", in asmuchas we have one. Ignore placeholder art.

Sully Chronicles! In 3D!
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