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SCREENSHOTS

This is where you can see screenshots of stuff if you can't download it. Sometimes I'll post screenshots in between releases.

 

4/30/2002:

Here's the screenshot for the beta version. Except for the text, nothing looks different from the alpha version! That's because the only difference is that the cannon can't go through walls. Click here to download this version of the project.

 

 

4/28/2002:

Here's the screenshot for the alpha version. The spring is gone. Click here to download this version of the project.

 

 

4/14/2002:

Here's the "official" screenshot of Funland bouncy alpha preview! Note the nice brick texture. Click here to download this version of the project.

 

 

4/13/2002:

This is a screenshot I took while testing collision detection. I had not programmed bouncing, so instead I had the fruit freeze when it hit the wall.

 

 

4/09/2002:

Fixed the 'soft' cannon problem. Now it looks great! The previous screenshots don't show how bad the cannon really looked, I just picked a decent angle to take the picture.

 

 

4/08/2002:

Here is the first screenshot to demonstrate vertex shading! Note the smooth edges and blended lighting.

A close-up of the cannon. I plan on enhancing the edges of the barrel using a more detailed texture (but that's not a promise).

 

 

4/03/2002:

This is the 'low-top' redesigned cannon. It makes it easier to see if it's loaded, basically.

 

 

3/29/2002:

This is the screenshot from the latest release! The first-person perspective makes it look like more of a game.

 

 

3/13/2002:

Two new members of the funland family make their debut! The 'ammo tree' and the target! Are those apple and oranges growing on the same tree??? What kind of crazy tree is this?! The second shot is a close-up to show the textures that I made for each of these new models. I figured out a nice way to make sure my textures tile correctly. That top screenshot took exactly 5 minutes, 13 seconds, and 6 tenths of a second to set up :^)


 

 

3/11/2002:

First-person perspective! The newly-textured spring! Ground! Sky! Cool, eh? Try your best to ignore the FPS glitch in this screenshot.

 

 

3/4/2002:

This is just like the thing_control demo, but it has apples and oranges! Wow!

 

 

2/27/2002:

Here is a screenshot from the 'Thing Control' demo. Check out the text!

 

 

2/18/2002:

Here is the first draft of the spring (f.k.a. 'trampoline'). It is a base with a platform on top of it connected by six red pegs. When stuff hits it, the platform sinks into the base and springs back out.

 

And here is the newly renovated turbofan! Check out the stylin' new panelling! This fan's updated geometry allows for the blades to move independent of the base.

 

 

2/13/2002:

Double feature! The long-awaited demo is finally here. The cannon and the turbofan are both in this demo. You can control them both independently! This took some heavy-duty class development to pull off. Download the demo and mess with it! This time, read the readme.

 

 

2/13/2002:

Okay, the cannon is finally revealed! Here it is. Download the demo and mess with it!
By the way, this is not a real screenshot, it's two screenshots in one.

 

 

2/5/2002:

I know this looks less impressive than the previous screenshot, but this is the result of hours and hours of work! This turbofan and it's partial set of texture coordinates was read from a 3D Studio Max document by my ASE parser. No more hand-coding coordinates! This allows for complex models and really nice texturing. Wait until you see the cannon! The reason this fan is only partially textured is because it's 3:30 AM right now and I want to go to sleep.

 

 

12/13/2001:

This is the fan! I got it into openGL format and slapped the textures on it. Download the demo and mess with it!

 

 

12/4/2001:

This is the texture for a fan! It is actual size, so don't click on it.

 

12/4/2001:

This is a goofy drawing of some of the key elements in the enviroment.

 

11/4/2001:

doublecubes2.zip

 

 

©2001 Eric Mattes