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RAGDOLL DEMO |
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30.05.2003 |
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Ragdoll physics have recently come to the forefront with recent commercial games. This demo uses the Havok physics engine to provide the ragdoll to great effect. Even though the Havok xtra doesn't directly support ragdolls, like the actual Havok lib, it provides enough options to generate the effect. The skeleton starts as a skinned mesh, when it is 'shoot' it switches to rigidbody support to enable the skeleton bones to interact with the scene. |
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REALTIME WATER REFLECTION |
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18.04.2003 |
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A realtime, view independant water reflection demo, with ripples. As the camera moves the reflection image updates to respect the new viewpoint. |
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REALTIME SHADOW MAPPING |
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10.04.2003 |
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Realtime shadow mapping, from a directional light. The shadow map is applied to geometry via a second texture layer |
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360 degree PRE-RENDERED BACKDROPS MIXED WITH 3D OBJECTS |
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26.03.2003 |
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Pre-rendered backdrops mixed with actual 3D objects are nothing new in 3D.. ghowever this demo takes it a step further providing a full 360 degree scene to view. Although at this stage collision detection is not implemented, you can stil move the player around and via filling in the zbuffer it is correctly masked behind pre-rendered images. |
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HIGH DETAIL TERRAIN |
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02.04.2003 |
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Using a technique titles 'terrain splatting' described in an article by Charles Bloom, highly detailed terrain textures are applied to geometry. However unlike simply apply a stretched texture across the terrain this method allows for tiling of several different terrain textures that are mixed via alpha channels, and blended between. The effect is startling better than any other method. |
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MASSIVE TERRAIN ENGINE |
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09.04.2003 |
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Although large terrains are possible in Director, they can eat up a huge amount of ram. This demo illustates a huge terrain, derived from either a 512x512 or 1024x1024 hieghtmap. The viewdepth is limited to a portion of the map, and it takes several minutes to travel from one side to the other. The terrian is divided into chunks, which are loaded/unloaded on demand, with calcualtions spread across several frames to give even better performance. |
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SUPERQUADRATICS |
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25.01.2003 |
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Using superquadratic formula's to creating a morphing shape |
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