Vox model loading demo with octree generation
Voxel (Volumetrix Pixels) are very interesting in the 3D graphics. They are like pixels, but in 3D. We can say, that everything consist of little cubes, or sprites. Tiger now supports voxel models, as vox file format. This is a very simple binary and uncompressed format. You can load these models and generate an octree in a predefined depth. The engine use these representation with the Frustum Culling method to speed up the voxel drawing. This version uses cubes to represent a voxel.
Try our little example here.
ASE model loading demo
ASE model is an interesting type of 3D model formats. Tiger has been extended with an own ASE loader, which can handle complex models and lightmaps as well.
Try our little example here.
Shadow Mapping
Again at 3D developing. A new demo and engine feature have been arrived. Shadow Map is an interesting shadowing method. Recent games apply this technique.
You can try our little example here.
Particle System in 2D
Yes, Particle System is again here. We show that how Particles can work in the 2D world too.
You can try our little example here. Both linux and windows version are available.
Parallax Scroll
Veteran gamers have grown up on 2D platform games. To improve the experience of the game they simulate that the character moves in a "2.5" world.
These games have been used, and use nowadays too the common technique, named Parallax Scrolling. Of course OpenGL and DirectX helps now to
implement this effect. We have been created a simple demo written with the D language version of the engine.
You can try it here.
Raytracing
Raytracing is not a new technology but very interesting. It is a completely different visualisation technique with shooting rays
from the eyes through the pixels on the screen. Nowadays applying raytracing in real time is again a popular theme. We have created a new example to
demonstrate this with Tiger. It is a little bit slow. :-) More optimalization needed.
You can try it here.
Parallax Mapping
Increasing the graphics quality needs usually more polygons. More polygons need more CPU and GPU power. Therefore a new image space method, the Parallax Mapping (or named as Displacement Mapping) was developed. Click here to try our little new Parallax Maping Demo
application.Particle System Demo
Particle Systems are very interesting for game developers. The Engine now supports these with a simple framework. Click here to try our Particle System Demo
Volumetric shadows
New demo is available. I created a simple Shadow Demo applying the Volumetric Shadow method.
Loading 3DS files
New demo is available. A simple 3DS loader, which uses Per Pixel lighning.
Some basic tutorial
With starting the site, we have been created some basic engine demo. You can find them in a precompiled binary format for Linux and Windows systems.
OS X version are not supported yet.