I developed the ZornGL-Engine for my final school grade, where I had 6 months to finish it (starting october 2001) and to present it there I also made a small multiplayer game called “Ancient Rites” with this engine.
After finishing this for school, I additionally worked on it several months to make it into an engine for a RPG. But as the engine was one of my first OpenGL apps, it had many problems that had gotten even worse in the end so I decided to totally stop that project. It was developed in Delphi 6 used OpenGL for the graphics and a self-written network code (TCP/IP) for multiplayer. It also came with an own mapeditor that later on also had a partly-working lightmapper included.
Custom OpenGL 3D engine Written in Delphi, with basic custom physics and collisiond detection and Win32 TCP/IP networking.
- OpenGL support
- Huge indoor and outdoor areas
- Static lightmaps
- Import and use of 3DS-Models
- Import and use of MD3-Models (including animation)
- Triangle correct collisions
- Frustum culling
- Terrainengine (based on heightmaps)
- Dynamic weathereffects (Snow, rain and more)
- Projected stencil shadows
- Flexible particle systems
- Dynamic texture and model-management
- Dynamic memory management
- Object oriented design
- Multiplayer support using TCP/IP (Client-Server)
- 3D-Sound (+EAX)
- Several own tools (mapeditor and more)
These are screenshots fromthe RPG I started working on after finishing this project for school.