Early 3D Game Engines
tabtop (2007)
tabtop

The idea behind my private tabtop project was to create a one-to-one adaption of the Lord of the Rings table top game by Games Workshop for the PC. Therefore the round based rules of the original game should be realized. One could manage its armies and play against other human players over the internet.

The technical requirements of its simple 3D engine were targeted at low-end consumer PCs. New Maps were created using the ingame editor which allowed easy terrain heightmap modelling and texturing. Finally, maps could be transferred to other players over the network, even while editing.

Mole 3D engine (2005 ~ 2006)
mole3d mole3d

The Mole 3D engine was named after its predecessor.

Maps were now created with MoleEd, the map editor for Mole 3D. It featured a constructive solid geometry system like that in Q3Radiant (Quake 3), a simple material editor and manipulation / transformation tools.

Lighting information was stored using lightmaps. The generation was done using a separate tool which also precomputed visibility information. On the whole one could say that the engine and its editor were very Quake-like.

Moles! (2004)
Moles! Moles! Main Menu

Right after releasing Western Quakeł Beta 2.0, which was the last version I was involved in as a developer, I began to learn OpenGL and made my first steps in 3D graphics.

For my first project I planned to develop a small game where one would have to run around as a mole attacking big insects with a shovel. Later on moles were replaced by pirates and the map became an island. The game was never finished. But it served as a great opportunity to learn and explore the basic principles of 3D graphics programming.

The main components of the engine were the model format and the terrain system. The model format was very similar to the .md3 format of Quake 3, while the terrain system was procedurally generated using random paths, which would define the area, players were able to move in.