MADWORLD

is:
  • a game engine demo I wrote back in 97-98
  • an online persistent world game engine I'm (re)writing right now :)
  • on hiatus for a while

features

  • OpenGL based
  • 3d models with skeletal animation
  • raytraced shadows for lights

screenshots

Some old pix here of the 3Dfx version.

download

You can get the old Internet demo here. It's really basic compared to what's cool these days. Keep in mind this was written for a Pentium 133/3Dfx v1 system.

useful links

dev diary

2008-05-13 ripped off by sega
Looks like Sega/Platinum Games is stealin the name 'Madworld' from me... Fuckers. I know this site came up when you Googled it.
 linkme

29-aug-2004 ideas
Heh, I'm so doing the exact opposite of all this stuff.
 linkme

29-jul-2004 back to work
Yep, I'm back on it. New stuff:
  • Standalone server works.
  • Real TCP/IP now. No more loopback. Multiple players can now log in and out while the world persists.
  • Reading up on Lua. It is sweet.
  •  linkme

    19-apr-2004 where I'm at
    Still thinking... designing... making notes. Finding open-source packages to use, too:

  • I stumbled 'pon the makehuman project recently, which I can use as a starting point for my people meshes. I was thinking maybe I could even generate them procedurally in game, so instead of storing the mesh, I just store the params to pass to makehuman.

  • Also, I'm currently leaning towards using OGRE for the 3d engine. It looks pretty nice. It supports both OpenGL and D3D rendering and whatnot. Portable etc.

  • For sound, OpenAL.

  • And for scripting, Lua looks pretty interesting/promising.

  • And there's even a guy making an opensource framework with all three of these!
  •  linkme

    09-mar-2004 physics
    So I'm looking around the web for information on physics and physics simulation. I found an interesting open-source library, ODE, and interestingly, a group who is (also) trying to use GAs to create movement.

    Hmm, also, I found some nice demos on Volume Lightmapping and Realtime Soft Shadows.

    I can't believe how far behind I am in game graphics techniques right now. It's pretty cool, though... it's all new to me, the hardware kicks ass, and even complex techniques have multiple demos with source code. It's an awesome time to be making a game. :) It's kind of like when you go on vacation for a long time... When you get back, your ReplayTV is jammed with cool stuff! Plus it's magically like 2^3.333x more powerful (Moore's law)... whee :)

    coords
    So I just figured, screw it, all my maps are just flipped on the Y-axis. :)

     linkme
    previous articles...


    Everything all copyright n shit Brennan Underwood