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Project Vision is my latest 3D engine developed over a period of eighteen
months. Comprised of over 70,000 lines of technology, the engine is built
upon a strong foundation of file systems, virtual processors, memory
managers, profilers, a custom hardware abstraction layer, math and physics
libraries, graphics and audio subsystems, input accelerators, network
managers, and much more. Unlike my previous two engines, Vision was designed
from the beginning to be a portable 3D game engine, rather than simply a 3D
graphics engine. The design of Vision was carefully created to produce a
powerful game hierarchy in addition to handling graphics, audio, network,
input, and platform abstraction. It also features a powerful resource
manager, a scripting engine, a Cg precompiler, gui and console subsystems,
an integrated scenegraph, a game system, bump mapping, depth shadows,
specular mapping, static shadowmapping, environment mapping, a complex
particle system, and a terrain engine.
The image is a collection of screenshots taken from Vision. The upper left
image shows a large model (~40k polys) loaded and rendered with bump mapping
and specular highlights using Cg. The upper right image shows the particle
system with visible scene hierarchy boundaries that dynamically compensate
for particle motion. The bottom left is simply a surface shot taken after
firing a couple rockets into the horizon. The bottom right image is another
shot of the terrain which uses up to eight texture layers blended in a Cg
shader.
Screenshots, documentation, and binaries can be obtained from
my website at http://www.bertolami.com
Thanks for the support!
Sincerely,
Joseph Bertolami
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