Unrest: trailer (alpha version)

14 04 2010

A few weeks ago, my teammates and I presented the alpha version of our game Unrest.

This is the trailer we made for the presentation. All images are rendered in-game.





Unrest: teaser trailer

18 02 2010

I’m currently working on a new video game called Unrest. It will be an RTS + Dungeon Crawler + RPG game where a team of four skeletons fight against hordes of other skeletons from dungeon to dungeon trying to find a good place to stay for the rest of the eternity.

Unlike with my last game Polaracer, this time I’ll try updating my website as this new game evolves from an idea to a fully playable game. At the moment, I have this teaser to show you what to expect in the future:





Introducing Polaracer

8 02 2010

I’m proud to present the video game that I’ve developed during my last semester at Campus Ubisoft. It’s called Polaracer, and consists of a high speed futuristic race where vehicles are polarized and can use magnetic forces to attract or repel each other.

The game was written in C++ using DirectX 9.0c and HLSL for the graphic engine and FMOD for music and sound effects. No other external APIs or libraries have been used.

As you’ll probably notice if you’ve read my last post, I’ve reused my twisted tracks editor to generate crazy curled circuits. However, due to educational restrictions, I had to port all of my code in order to make it work on DirectX with no use of any Ogre3D class.

Polaracer was developed in three months (while attending classes, writting exams and other homework) by VYNKÖ9. Team members are:

Marçal Argudo Grau
Ahmed Fouad El Ouafdi
Jad Imad
Clement Linel
Colin Towle

You can find the source code in its sourceforge page.





Twisting tracks

16 04 2009

I want to talk about my new personal project: a Wipeout-like game including a WYSIWYG track editor. The main purpose of realising this project (apart from enjoying it) is to learn Ogre3D in a practical way. Increasing my portfolio is a secondary but non negligible goal.

Ogre3D is an open-source multi-platform graphics rendering engine widely used in amateur and educational projects, which is as much powerful as many professional engines. It is important to note that Ogre3D is not a game engine in itself, because it only cares about graphics. Features like physics, collision detection, AI, sound or networking must be integrated separately.

I’ve started working on the track editor, because the circuits will be a fundamental part of my game, so I won’t be able to start coding the game logic without having some sample tracks to play around. Besides, developing the track editor will be a good exercise to learn Ogre3D without getting my hands dirty with features non related to graphics.

Tracks are composed from a sequence of deformable circuit stretches. Putting those deformed stretches together results on a circuit allowing loopings and curls. Each circuit stretch mesh is generated and deformed procedurally. I’ve implemented this feature by using bezier patches. By this way, the editor can create many different circuit stretches without the need to have them previously computed and stored.

Next picture shows an example of a circuit generated with a preliminary version of the editor.

Twisted Tracks preliminary example








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