Black fog rendering mode in DirectX. Forsaken Ship Level.
White fog rendering mode in DirectX. Forsaken Ship Level.
Method man him self...
Wireframe rendering of flygirl model in Lion's 6dof engine.
Wireframe rendering of Forsaken's Ship level in Lions 6dof engine using opengl.
Lighting using normals and opengl of Forsaken Ship level in Lions 6dof engine.
Forsaken Ship Level rendered with lighting, normals, and front wireframe in Lions 6dof engine.
Forsaken running on wine for first time with 200fps and networking loaded.
Forsaken running at 153 fps with dplay loaded on a gnome desktop
Rendering with no transparencies
Forsaken finally looks and acts like any other window.
Running two Forsaken's at once and chat...
Running against the same pc at 70% cpu.
Outside-in view... What level is this?
Outside of Sunk?
showing plane rbg
Wireframe rendering with collision box around a power up.
Old bsd cube wrapped around player.
FlyGirls Collision box.
Mephisto's Collision Box.
Nubbia's collision box.
Ship from outside in...
Ship lit up by quantums.
Line on the right was made by a missile.
Ever wonder just how many quantums you could have ?
Web of quantums in space...
Forsaken textures loaded in HL2 with bump mapping... Thanks to Amgoz
Forsaken texture with bump mapping applied using 'crazy bump' by Amgoz
Amgoz mixes some weapon textures together...
Forsaken @ Time Square
First game played using the new enet networking layer ... Meth and Lion
Built in game list !!!
First bot framework begins.
(built on linux with gcc)
mfrl shooting baby titans
mfrl baby titans again
Enabled transparency on everything!
d3d9 - level loads! now onto the textures...
classic volcano level without textures...
Ship rendering in diff colors...
Forsaken built in winegcc on Linux!!
pyro rendering as a triangle strip lol
pyro rendering as a triangle fan! lol
d3d9 - pyro rendering properly ! just need some transparency on the black...
lazer without transparency
d3d9 dynamic screenpolys working :]
zbuffer hacking 2
zbuffer hacking 3
zbuffer hacking 4
zbuffer hacking 5
what were they going to do with this thing?
scatter tail seen like never before.
polytext lost in 3d space!
broken scan lines
lense flair is back!
in game polytext looking hot!
more line rendering.
view from computer room.
view from the red room.
wireframe of bike.
red room without texture.
messing with alpha func states rendered things transparent.
kmiell texture hacking
teleport without texture applied
motion blur hack
negative of the forsaken main menu.
mipmap level 0 cut off point...
for the hipsters
SDL and OpenGL Baby !
OpenGL Smooth Shaded Polygons !
opengl orthographic projection fixed.
OpenGL fully ported!
OpenGL is here!
Fixed alpha test to fix black around text and objects.
OpenGL line rendering
a hidden panel.
eye ball at the bottom moves to mimic mouse motion.
attempt at 3d rendering
Forsaken Running on Linux Natively for First Time!
and multilpayer works on linux !!!!
Forsaken menu rendering transparently perfect :]
In game renders perfectly in Linux !!!
Linux gamma fixed!
ship bridge with red/blue colors reversed.
pickups with red/blue reversed.
ruby based fskn model viewer.
descent's fusion farm and neptune levels.
excop at origin, ship level, no texturing.
biker 3rd person view.
biker and lines at origin outside of ship.
lines at the origin, weird spinning sphere things, outside of ship level.
fusion farm descent level and forsakens ship side by side
view from outside basement tunnel
view above ship
view under ship carrying sussgun.
WebGL with mouse input values and orientation.
basic texture support in pxwgl
fragment discarding based on color/alpha test (windows).
some more form controls.
gamma ramp graph generated in real time.
triangle rendering without textures.
Forsaken Linux Port, and WebGL port on same screen...
ship with a very low gamma.
added ability to click and drag gamma line.
ability to toggle texturing, culling, front face, alpha test, and vertex colors.
Added fovy option to change the projection martrix.
Added ability to modify vertex/fragment shaders in real time, and settings for mouse sensitivity, and canvas width/height.
Rendering of zbuffer.
Fog produced by fragment shader.
Another way to get nice fog
transparent window fixed in basement.
this will also fix other bugs.
Support for multiple textures in WebGL demo.
pxr with proper transparencies.
single direction ripple
quads with verts at diff z's
Massively high ripple!
normal height ripple
the ripple revolves around the center!
Level normals rendered in pxr.
Rendering normals from the triangle centroids.
accworld (a simple cube level) bsp rendering.
cube level rendering with walls textured and bsp planes extended slightly farther so you can see them.
Rendering the entire Ship Level's bsp tree.
The infamous missing pickup in ship level !
ProjectX Ruby Port
Beta Score and Chat / Command Console
Console / Chat and Score in PXR
Forsaken ship level imported into Blender.
Forsaken's Ship level imported into blender.
First game played on mingw !!!
first screen shot of forsaken running with full 3d acceleration (200fps) through virtualbox on linux with an xp guest.
first mingw game cross compiled from linux for windows and running through wine for testing.
feature idea for coloring players based on their team color.
striped shader ?
rendering of portal centroids
portal centroids in white and group centers in red.
group centers on edge of walls and outside.
Testing with new lighting code. Every vert in the scene is blended with every light in the scene based on distance. As you can see even the missile smoke trail is lit by it's own light.
new lighting code on the left doesn't yet support water lighting effects on the right. water effects have a color and a formula which produces the dark patches moving around the room as if water was refracting light.
idea for letting blood stick around
full weapon list with selected weapons highlighted.
one letter one column
3d weapon inventory on bottom right uses the actual weapon models next to the ammo.
3d weapon inventory on bottom uses the actual weapon models next to the ammo.
new in game ui without the full weapon list.
same hud layout as old but with full names, mine tells you how many you have left, and still supports full inventory setting.
Light from quantom affects walls even if it's behind them.
Light from quantom affects walls even if it's behind them. You can see the mine in the other room on the top left camera.
wireshark graph of a the end of a game.
average about 35pps to peaks of 65pps.
5 players, 1 minute and 53 seconds , 12,844 packets , 1,140,129 bytes , avg pps 112 , avg size 88.7 bytes , avg bps 10,026.825
per connection about 10,000 - 13,000 bps w/ the avg 88b = avg 129pps / 2 = avg 60pps unidirectional.
host claims game was set to 10pps for position updates.
one of the bsp collision faces and face normals
explanation of how bsp algorithm works
going blue ?
callstats patch shows max time spent in sections of code to hunt down a bug.
The start of the Android Port!
Forsaken running on Android via N64 Emulator
Forsaken on Mac OSX Snow Leopard !!!
PXR using Bullet Physics Engine with Collision Shape Rendering
PXR - Bullet Physics AABB Collision Shapes
Every level primitive loaded as a separte collision body.
Level Origin, Level Bounding Box and Collision Faces
Google Analytics Demographics for fly.thruhere.net
Prototype of new weapon textures!
Sample of new weapon textures.
Example of ship updated textures..
Preview of updated textures!
Search term ranking for week of May 1st 2012
Forsaken compiled on MaxOSX using MinGW.
Forsaken32 compiled on Ubuntu64 using the linux32-deps package that builds everything needed for you.
First compile on MacOSX using standard gnu tool set and targeting Quartz (without mingw or xcode).
First successful 64bit compile and run!
Example of tessellated triangles by forming another triangle from the center point of each triangle edge.
Tessellation 5 times by splitting triangles in 2 and rotating the splitting side.
Lighting artifact because tessellation created long skinny triangles (the blue streaks).
Result of tessellating 10 times by splitting triangles in half along the longest side.
Tesselate 6 times by splitting triangles in half along their longest side.
Tessellation by splitting triangles in half along longest edge. Iterations = left:6, middle:4, right:original. Hence on the left each triangle was cut up into 64 smaller ones (2**6).
Tessellation example where new verts were raised along the surface normal.
Tessellation distortion effect on gravgon.
Tessellation distortion effect on quantom.
Tessellation distortion effect on windows.
Showing the 3 different parts of a spot light in forsaken.. red = long range center beam , green = short range wide cone , blue = short range spot light .. The light colored floor is actually the blue and green mixing in the front.
Demo of double headlights concept for Forsaken bikes with 8 levels of splitting tessellation.
Forsaken on 55" 1080p - Need to work on OSX full screen and proper 3d support...
A level texture bug in one of the levels
The new forsaken web page hosted at github.