Vision 3 is an OpenGL based 3D engine for Windows, currently in early stages.
Below are some screenshots - click on them to get full size. Some of them display framerates - bear in mind that these were all taken in windowed mode which is a lot slower than fullscreen mode (not to mention being compiled in debug mode, with sometimes MP3s playing and other stuff running in the background;) Many of the textures and objects appearing in the screenshots have been sourced from various places on the Internet (since I'm no 3D artist..) and as far as I could make out were marked as being freely available - if it turns out I'm using your material, please let me know if you wish to be credited, or want the screenshot removed.
Screenshot from a game I am working on. This shows the terrain engine along with along with stencil shadow volumes.
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Another demonstration of stencil shadow volumes.
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The two characters and the torch are animated. Most of the objects in this room are loaded from objects in MD2 (Quake 2) format.
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And again. The spider is a NeverWinter Nights model. The potion/bottle is a 2D billboard image.
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This demonstrates explosion effects, shadows and reflections. Note that only the shadows for the main light source are being rendered - no shadows are being rendered for the explosion effect (this would be possible, but every additional light that we render shadows for increases rendering time greatly).
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This is an object loaded in from a RenderWare script. JPEG Textures are also specified in the script, and are kept in the same directory.
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The data for this world was loaded from a Quake 2 BSP file.
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The Terrain engine, and the Skybox. The level of detail of the terrain is adjusted accordingly such that it is drawn within a reasonable accuracy, without having to draw too many polygons. So in general, close up regions are drawn in detail, with distant regions being simplified. The skybox is simply a box with a static texture mapped onto it (here it's a 128x128 texture on each face, which is why it appears rather blurry).
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And again, with a slightly more detailed sky texture.
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The water is animated, and the shoreline moves back and forth for a simple wave effect.
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An animated object in MD2 (Quake 2) format. The viewpoint shown in the picture is such that it's always fixed above the character's head; a keypress switches between this viewpoint, and a viewpoint fixed with respect to world space.
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'RWViewer', a quick program that displays RenderWare scripts. Vision can happily run in multithreaded code, as demonstrated here. Text is added via a single function call.
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The 'Pause' button displays a window when clicked on, 'Quit' does as you'd expect (the other buttons aren't used in this demo). A couple of lines set up the explosion effect, which then fades away and finally disposes of itself automatically.
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Object imported from a 3DS file, and displayed with a 'skybox' for the background. This screenshot is taken from the Amiga version (not currently being updated).
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