Game Demo
This was a project undertaken in my spare time since graduating, with the aim being to learn new graphic techniques using HLSL having only undertaken one project which made use of shaders prior to this. Rather than creating separate, smaller tech demo's, I wanted to encapsulate the new areas of learning in a larger project, taking the form of a playable game demo. There are six different levels, each with various shortcuts, with the aim to get from the start to the finish (which is denoted by a mud square in a corner of the level) as quickly as possible. Maintain momentum by not colliding with objects and use the shortcuts available to post the fastest time possible.
Features and Techniques
General:
- Basic menu system
- Collision detection and response
- Loading and saving of the fastest time for each level
- Loading of display settings saved in an external file
- Variable time step
Graphics:
- Basic material system
- Normal mapping
- Shader Model 3.0 Geometry Instancing
- Shadow Mapping with percentage-closer filtering
- Specular highlights
- Terrain detail mask
- Z pre-pass
Screenshots
Click an image to enlarge (opens a new window).
Video
Download
Please download the game here. Controls are included in a text file within the download. Source code available upon request.
Requirements
- Shader Model 3.0 or greater capable graphics card.
- March 2008 or later version of DirectX 9.0 re-distributable. Download the latest version here.
- Built using Microsoft Visual C++ 2008 SP1 and requires the latest Microsoft Visual C++ Library Runtimes. The latest runtimes for the x86 platform can be downloaded here.