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BLOBS 19.SEPT.2000
This is my very first scripting xtra, and i'm pretty proud of it.

It uses a method called the marching cubes algorithm to construct metagoo or blobs. Alas there is no Mac version of the xtra, but the sample movie contains an option to view the blob via lingo. In fact it is a useful comparison as the lingo equivalent of the C++ code runs 30-50 times slower! This shows just how much speed can be gained through the use of xtras for intensive game code.

DOWNLOAD THE BLOB XTRA FOR PC ONLY

CLOTH 15.SEPT.2000
The Cloth demo's were created as an exercise in getting to grips with the Havok Physics xtra. They are very demanding and can be prone to crashing out due to numerical instability esp those where interaction is allowed. Unfortunately not perfect the springs allow far too much stretching, but an interesting study all the same.
Requires Havok Xtra to be installed

SAMPLE 1SAMPLE 2INTERACTIVE SAMPLE

GAZEBO 15.SEPT.2000
The Gazebo Demo shows of some reflection and mirror effects made possible with the undoc'd feature no_depth flags. Although the gazebo is reflected in the water, its the table inside that really shows off. It reflects not only the Gazebo, but the skybox, and bouncing balls, with the addition of a swirling texture.

Note: On some cards the swirly texture on the table hides the reflection effect for some unknown reason. If you don't see any reflection on the table, simply press 4 (or is it 5?) to toggle the swirly texture on/off.

SMALL WINDOW VERSION FULL SCREEN VERSION

WATER, REFRACTION AND RIPPLES 19.SEPT.2000
A quick look at water refraction and ripples with this interactive demo.
CHAIN FX 15.SEPT.2000
Using simple string/chain theory to create realistic motion, this DCR combines various tricks to make an interesting visual effect, including trails and fades in SW3D.

NOTE; The dcr should be viewed in 32bit, else the blend/trail effect will leave artifacts over the stage.

VAST TERRAIN ENGINE 19.SEPT.2000
An exercise in terrain generation and handling for extremely large environments. The total landscape is approx. 4km sq., and takes almost 2 minutes to drive from one side to the other (at about 20-30mph). A detail texture is used to enhance the look of the landscape up close. The demo places the user in control of a third person view tank. There is also a toggle to switch from slow collision detection with the terrain via modelsunderray, and my own algorithm.
ELLIPSOID COLLISION ALGORITHM 15.SEPT.2000
Building onto the basic Qracked engine, this was a first look at an advanced collision routine for 3D space using ellipsiod space. Although it works well there are a few bugs with the method, but development has progressed with a new method.
SNIPER 19.SEPT.2000
Using a Quake level, this is a simple demo showing how a sniper view could be added.
QRACKED - Quake levels in SW3D 15.SEPT.2000
Inspired by the great game QUAKE, this demo shows off Quake levels within Director.

 

SMALL WINDOW VERSION FULL SCREEN VERSION