Hacks of existing engines:

 

Fisheye Quake
Fisheye projection version of the quake engine (software rendering), here.

 

PanQuake
Panoramic projection version of the quake engine (OpenGL rendering), here.

 


Own engines (in reverse chronological order)

 

Sauerbraten (2002)
Experimental engine taking the concepts of Cube to the extreme. Page here.

 

Cube (2001)
LOD-Landscape-style engine that pretends to be an indoor first person shooter engine, with in-game map editing (even cooperative), client server network code, physics, and gameplay.

Cube has its own page here.

 

Sphere (2000)
Landscape engine whose surface is a sphere. Maps the world to one big triangle which is rendered spherically using subdivision and normalisation. Allows for both "walls" and heightfields in its map format.

 

Splat (1998)
An experimental portal test engine which does fisheye projection rendering (which doesn't deal with T-joints and thus relies on high subdivision of surfaces), and has provisions for in-engine geometry editing (the engine uses an auto-portalisation scheme).

The engine was designed for software rendering and is highly portable (runs on Amiga / Unix X11 / Linux SVGA / Windows DirectX), but has also been ported to OpenGL.

 

Voxel (1997)
Simple voxel engine, running on Amiga & X11.

 

Mario (1997)
Software rendering ray casting engine (highly optimised 68k machine code), indended for use in a racing game. Beautiful because of its simplicity: in only 5k of mixed assembly & E source code, it managed to render a floor and walls, using a single 256 colour image file for the definition of the floor, wall positions and textures placed upon them (it uses specific pixel values to mean "render a wall here with this texture on it"). Could do a variety of scenery, nice round tracks, and had variable fov (panoramic rendering, see third shot), viewpoint height, pitch & fake roll (for simulating G-forces).

 

Tmap (1997)
Software rendering 6-DOF polygon engine (highly optimised 68k machine code), indended for use in a racing game. Never got beyond rendering track + scenery because it ran too slow on my 40mhz Amiga.

Go back to my main page.