Submitted by , posted on 07 March 2003

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This demo is written in C++ under MS Visual C++ 6 and use the SGI OpenGL API. It groups together my lastest knowledge for deep-water animating and rendering, in particular:
  • FFT (Fast Fourier Transformation)
  • Surface Dynamics
  • Navier-Stokes
  • Water optics
  • Dynamic Foam
  • Another one feature of the PhysicsEngine in work actually is: Level geometry modification used mechanic laws, in concrete terms, if for example the player launch a rocket to the base of a guardsman tower, according to the point of impact, the latter can lead in her fall as well other elements, like a second nearby guardsman tower or headquarters down below. (reserved for the players that like radical methods better than infiltration !)

    The development tools used for this game are MS VisualC++ 6, 3D Studio MAX 4, Valve StudioMdl, Milkshape 3D 1.5, Ulead PhotoImpact 3, Adobe Photoshop 6, Gimp 1.2, etc... And i have programmed two personal softwares: Aurora Editor (Level editor) & Pathfinder Editor (Bots path/waypoints editor).

    I'm a 20 years french student and my diploma certificates are:
  • School - leaving diploma of general mechanic
  • GCE of science and industrial technology with mechanic speciality
  • I'm actually at University for general studies of mathematics, computer and applied sciences. (DEUG MIAS)

    My holiday season job is formative in informatique centre and i hope to work in the computer games industry in the future.

    Download of this demo is available at my homepage:
    For contacts & feedbacks write at:

    Eric "Whitenight" GIRARD.

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