NCP LOGO HOME
ABOUT NCP CLIENTS OF NCP SW AND DIRECTOR DEVELOPMENT GAMES IN DEVELOPMENT
HOME OF NCP
 
MODEL AURA FX 18.APR.2002
Whilst playing around with some shadow mapping code I came up with this idea to add an Aura or Halo around models. Whats cool about this though is the Aura is dynamic and performed in real-time so that models can rotate or even deform, but still retain a 2D type Auru around them.
RICOCHET GAME TEST 04.MAR.2002
An initial test into the gameplay and feasability of this 2 player shooting game.
VERTEX LIGHTING DEMO 20.FEB.2002
Simple test that changes the vertex colours of a mesh to simulate several lights.

For some resason all the lights seem to come out green on my Mac, but appear fine on the PC?

QUAKE 2 MODEL READER (XTRA) 23.JAN.2002
A downloadable version of the md2 reader and xtra. A simple application which allows you to import, view, switch textures and animate a MD2 model format. Place your Quake models into the quake folder, and these will be avialable in the application. The download inlcudes a slim porjector so you MUST have SW8.5 installed on your PC, in additiion is a sample MD2 model. 500k

DOWNLOAD THE MD2 READER FOR PC ONLY

OCAS 18.DEC.2001
OCAS stands for 'Octree collide and Slide' and is an Xtra i'm developing to provide a FPS standard collsiion detection and responce routine for SW3D games. Still in development but now also includes a lingo only version allowing it to run on Mac and PC's.
GESTURES 04.OCT.2001
After Black&White came out i thought i'd have a play with gesture recognition. Although the technique is extremely basic and doesn't take into account the scale of gesture it works reasonably well, and is fun to play around with.
LIGHTMAPPING DEMO 2 31.AUG.2001
A more advanced scene for the lightmapping to be applied to.
With two sperate views, allowing you to compare the original non-lightmap version against the new lightmapped one.

Good idea to read the instructions and in demo Help.

LIGHTMAPPING DEMO 1 31.AUG.2001
Did this a while ago, but never got round to adding it to the site. As lightmaps look so good in 3D environemnts (esp when used in games like Quake) i thought it would be good to write a light mapping raycaster so I could generate my own lightmaps for my own scenes.
QUAKE 2 MODEL SAMPLES 06.AUG.2001
With the lack of easy to get character animation for use within SW3D I started to write a xtra that would convert Quake 2 model files and their animation's into Director. The samples here are the results and don't require the xtra to run . Unfortunately the file size of each is quite large once the model is stored in director due to the large number of key frames and vertices.
DATASET TEST or WHY MODELS ARE EVIL ;) 15.SEPT.2001
In response to a question of 3DDirect-l I produced the following demo to illustrate problems and solutions to trying to use a large number of models in SW3D. Specifically it looks at the box primitive and just how slow it is along with the reasons why. Finally it outlines a better approach through collapsing of several models into a single mesh.

An essential DCR to view for anyone developing in SW3D.