Main Page » Scorched3D Development


Scorched3D Development Team

  • Gavin Camp (lead)
  • David Beleznay
  • Ben Phipps
  • Joris Beugnies
  • Pharc
  • Cameron Smith

Technology

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. (ODE)
  • 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

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...
Donate to Scorched3D Get it from CNET Download.com! 5 Stars