Object-Oriented 3D Engine
OBJECTIVE: Create a simulation engine that serves as a rapid application development interface using the C++ programming language. Incorporate real-time 3D visualizations and Newtonian physics calculations. An engine provides interactivity to 3D artwork, allowing the creation of a virtual reality or real-world simulation. The engine will use an object-oriented hierarchial scene graph to incorporate data sets with properties and behaviors. These objects will hide the algorithms from the developer. Features of the engine include object display and animation, environments such as indoor and outdoor areas, rigid body dynamics, and collision detection. Special effects including lighting, perspective, shadows, reflections, and particle systems.
The engine is very powerful, and was pretty current with the 2003 graphics technology. I did a "Ridge Rally 2" demo with around PS2-quality graphics and better physics to demonstrate the engine in use. I'd say the major point was the ODE physics engine integration, because at the time, Half-Life 2 was under development, and the in-game physics were all the hype, so I figured I'd jump in on the bandwagon. Up until then, the 3D engine was my largest project, and I put about 6 months of coding effort into it.
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