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Development Details
Technology
Free and released under the
license
Source Forge Project
Scorched3D
Programmed in C/C++
MS Visual Studio .NET
and
GCC
Compilers.
OpenGL 1.2
for all game graphics
Cross Platform (Win32, Linux, Mac, FreeBSD, Solaris)
Simple DirectMedia Layer - SDL
for cross platform game windowing
SDL Network layer
for cross platform socket library
OpenAL
for cross platform 3D sound mixing
wxWindows
for cross platform setup dialogs
ZLib compression
for COMS compression
Freetype font engine
for game fonts
NSIS windows installer
for game installer
Lan Engine
LAN and Internet play supported
Ingame and stats decals for players
Dedicated server model
Servers can be browsed in game
Servers register with a central site via web services
Server performs game simulations for clients
Client-side graphics simulation ensures minimal bandwith requirements
Players can connect and disconnect at any time during game
Players can chat during play
Server side bots supported
Threaded coms system
Compressed coms
Mods automatically checked and download from game server
Game Engine
State machine based game engine.
Discrete event based simulation engine (using fixed point maths)
Particle engine.
3DS Studio max and Milkshape mesh import (for tanks etc.).
Real time tank mesh level of detail optimizations.
Lens flares on light sources.
OpenGL based menu and dialog system.
Console to dynamically change game settings.
Use of GL extensions including multi-texturing, cube maps, vertex array locking, fences and memory management.
OpenGL state manager to eliminate unneeded state switches.
Damped camera motion.
Window manager based around state machine.
Computer based AI for opponents (xml configurable).
Real-time stats generation via mysql integration
Weapons fully extendable via xml files
New tank and weapon models can be imported
Full support for different mods and modding
3D sound
Ambient sounds
Music
Terain Engine
Truly randomly generated levels.
Terrain can be altered in real-time.
Diffrent tree types
Moving breakers near the shore
Terrain texture sets can be loaded for different terrains
Terrain data stored in a height map.
Terrain rendered using Real-time Optimally Adapting Meshes (ROAM).
Terrain culled by subdivision and using real-time frustum culling.
Dynamically generated or imported terrains.
Dynamically generated lighting map with self shadows.
Dynamically generated or imported texture map.
Generated texture map takes height, slope and situation into account.
Landscape, shadow and detail textures used on landscape.
Texture mapped sky dome.
Multiple moving sky layers.
Sky dome shaded acording to time of day
Sun drawn
Real-time generated shadows for moving objects.
Real-time generated water movement including projectile splashes.
Real-time generated water reflections.
Water changes opacity dependant on water depth.
Water edges contains visible spray.
Water textured using reflection map, water map and spray map.
Water culled both by subdivision and height analysis.
Weather effects including snow, rain and lightning
BOID implementation for birds, fish etc...
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© Copyright 2008
Gavin Camp
. All Rights reserved.