Zigai
Zigai is a game I am developing partially for school, but mainly as a hobby. The game is a multiplayer first person shooter, with a few twists. It is based in a futuristic city, which is actual size like in the cities of GTA or Omikron. Apart from being on a huge scale, this game features the PhysX API to allow for destructible everything. I mean that seriously, if you play on a server long enough, you may find the entire city has been levelled by players with rocket launchers and grenades. In the centre of the city, is a preservation square, which inside consists of grassland and the Urquhart castle from Scotland, which will also be destructible, where your characters can just take a break (you cannot shoot into or out of the preservation square). Currently, I have been working on the graphical abilities, so once I have fully implemented stencil shadow volumes, you can expect to see the actual building and models.
Features will include:
*Full Scale City
*Fully Destructible
*Ability to Ally with certain players instead of the standard Red vs Blue, Axis vs Allies, Terrorists vs Counter Terrorists, etc
*Current generation visual effects including – stencil shadow volumes, high dynamic range lighting, parallax (occlusion) mapping, dynamic lighting with bump mapping.
*Surround Sound
*PhysX API
*Particle Effects
Screenshots:
Water
Water is an implementation of the Gerstner Waves algorithm, it was based on some Uni lecture slides I found online a while back. It looks alot better animated, so might upload a .gif to show it off.
Features will include:
*Animated Bump Mapping
*Fresnel Reflection/Refraction
*DU/DV Mapping
*Animated Gerstner Waves
Screenshots:
Clouds
I have been working on a 2D cloud simulator which I believe is starting to look pretty good. My next step is to advance it to 3D, probably via stretching this 2D texture over a skydome.
Features include:
*HDR Glow
*Bloom
*Animated Dynamic Clouds
*Animated Bump Mapping
*Exonential function for correct colours within the 0.0f – 1.0f range when determening cloud and sky colour.
Screenshots:
Terrain Generation
The first area I ever looked into with 3D graphics, was terrain generation, so that is what I have been focusing on for the last few years (in small doses). Currently it loads in the heightmap data, the textures, normal maps, and renders them, but I will be adding the ability for random terrain generation. The heightmaps, textures and normal maps were created with L3DT, which I highly recommend for anyone looking into this area. I am loading one giant texture at the moment, but when I add the random terrain abilities, I will be using smaller textures. I have also added water which consists of both reflections and refractions and works quite well. I even added the PhysX API so that I could add models and have them interact with the terrain (roll over). The Terrain is not at this stage destructible, but it is a feature I wish to add.
Features include:
*Dynamic Lighting
*Brute Force Terrain Rendering stored inside VBO’s
*Random Terrain Generation
*Bump Mapping
*Grass
*Trees
*Water with reflections and refractions
*PhysX API
Screenshots:
Man, that’s pretty amazing, especially for the fact that you’re a school kid, the screenshots look awesome. There’s a few visual tweaks needed here and there, but the concept is really good as it unites the good thins of nowadays’ games and brings in some interesting new features.
ola eu sou a jhenifer eu queria que vcs mim com vitar para ai eu sou brasileira