The enemy team picking up the flag still resets the counter for your team. The flag counter now does not reset upon dropping the flag, but the time starts to increase back to 20 for every second it is not picked up. Explosion brightness can now be changed in-game.Pickup icons display over players in item modes.Teammate health bars for easy communication.The full changelog is here: New Features! A demo of "Light Propagation Volumes" (including source code for Linux and Windows), a technique for real-time global illumination, based on the paper Light Propagation Volumes in CryEngine 3 by Anton Kaplanyan of Crytek.Dear all, we are happy to announce that the long-awaited Sauerbraten 2020 Edition is finally available! You can find it on the Sauerbraten homepage ( ).Like Assault Cube it's a native C++ game that is fun to hack and it's source code is relatively easy to understand. Assault Cube used the Cube engine and Sauerbraten uses the Cube 2 Engine. A ragdoll editor and toy (includes source code for Linux and Windows) for Sauerbraten based on the paper Character Physics based on Newtonian Particle Simulation with Angular Constraints by David Rosen of Wolfire Games. Sauerbraten Game Description Cube 2 Sauerbraten can be considered as a successor to Assault Cube.Simpler Soft Shadow Mapping addendum An extremely cheap way (while still very pretty) of doing soft character shadows that combine well with lightmapping.Thanks to Jonathan Aldrich, who served as my undergraduate thesis advisor at Carnegie Mellon University and encouraged me to submit and helped me prepare my undergraduate thesis for ECOOP. Prototypes with Multiple Dispatch slides A paper I published/presented at ECOOP 2005 based on a neat idea for combining multiple dispatch and prototype objects.BloodToll™ Programmed secure total conversion of Cube.3rd Space Incursion™ Organized/programmed a total conversion of Sauerbraten to show off the TN Games® FPS Gaming Vest.Mozilla Firefox® Keeping the gears of the Firefox engine turning at Mozilla.Contributed skeletal-animation, shadowmapping, and water rendering improvements. DarkPlaces Contributed fast omni-directional shadowmapping with PCF filtering and culling, multi-threading and SIMD improvements to the software renderer, as well as the occasional bug fix.I helped develop/maintained/served as unofficial project leader for a cool little MUD that was novel for its time. Lost Souls, text based RPG Back in the day when ASCII graphics were state of the art and before I got hooked on shooting things in 3D, I was addicted to hacking/slashing stuff in text.AssaultCube Helped remove some of Cube's aging cruft and backport some niceties from Sauerbraten, as well as some new rendering optimizations and eye-candy effects.Red Eclipse (formerly Blood Frontier) Help with game-specific engine improvements and backporting miscellaneous cool stuff from Sauerbraten.Inter-Quake Model (IQM) format A binary skeletal-animation format designed as a replacement for MD5 and SMD skeletal-animation formats used in Quake-derived/Quake-like 3D engines.It has likely bit-rotted beyond all recognition. POS A neat little operating system micro(ish)-kernel I wrote in ages yore based on dynamic linking everything rather than system calls.Slate A novel programming language I wrote/designed a lot of based on merging multiple dispatching with prototype objects.ENet A UDP protocol library I wrote for Cube and Sauerbraten's networking supporting mixed reliable/unreliable message streams.Cube I wrote the UDP networking for Cube and was also in charge of Linux/unixoid ports.Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbraten project.Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more.Lee Salzman's Page of Random Stuff Lee Salzman's Page of Random Stuff
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