Haven't posted much in the way of news lately so I thought a little explanation was due. I'm back in collage and seeing how it's me last year I've been busy as hell. I'm not to sure when I'll be able to start updating the site (in particular finish TG) but hopefully I'll have a little more time when my next break comes along.
In the mean time I though some of you might be interested in the engine I've been working on for a 3D implementation of the classic game Scorched Earth. The compiler for the engine takes a .tgm file created by TG and splits the terrain up into chunks, each chunk can have an infinite number of texture layers which the compiler blends together from the texturing information in the .tgm file. Here's a somewhat early picture of what it all looks like:





looking good.


What program did you use, or was it code?




Not too sure what you are asking…
We used three applications, Terrain Generator for modeling the terrain, Milkshape for modeling the turrets and other models and Batch Compiler for controlling our custom build programs (for the terrain and models).
The graphics engine and various other engines (Terrain, Water, Models, Physics) are all written in native unmanaged C++ code. The high level Client and Server GUI’s use managed C++ code though (for development efficiency). All code is written in Microsoft Visual Studio .NET 2003.

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