Ancient |
All the Same |
ATOFont |
Drawings |
Flash |
Lecherous Gnomes |
Me |
Nintendo DS |
PPM |
PSP |
Rumor Engine |
S3TC-BOXEN |
SameSameC |
Tests |
Tile Driller |
VSOFont |
WLA DX |
Wzonka-Lad
Project Lecherous Gnomes - OpenGL Network Gaming for X?
(C) 2001-2003 Ville Helin
Related documents:
My Master's Thesis
Developments of Modern Multiplayer Games (.ps, .pdf 2003)
Mugshots:
Features:
Skydome
ANSI C code
Trees and grass
House generator
Rigid body physics
Fractal landscapes
Quaternion rotations
Near-to-far rendering
OpenGL (tm) graphics
Level of Detail (LOD)
Simple frustum culling
Optional Depth-of-Field
Point and triangle particle emitters
Texture loading with S3TC-BOXEN
Multilayer realtime generated clouds
Texture assigned friction and collision
Script generated (dynamic) enviroments
Client(s) - Server - Terminal over TCP/IP
Collision detection algorithm based on Paul Nettle's work
Optional occlusion culling using GL_HP_occlusion_test and AABBs
Dynamic data streamer (loads everything on the fly, no loading screens ever)
Automatic generation of LOD objects using a polygon reduction algorithm by Stan Melax
Downloads:
The whole package (03-Dec-2003)
LG's particle system with mirroring demo (02-Oct-2003)
Note:
Please note that currently this software doesn't do much.
At the moment you can travel in the generated landscape and talk to
other players. I've placed the sources here for the curious people.
Related links:
NeHe Productions
Virtual Terrain Project
Paul Bourke's geometry biased home page