The tabtop project was an adaptation of a tabletop strategy game, including its turn-based rules.
I designed its simple 3D engine to run on low-end consumer PCs.
The in-game editor supported terrain heightmap modeling and texturing.
Maps could be sent to other players over the network while they were being edited.
The Mole 3D engine took its name from its predecessor.
I built MoleEd to create maps for Mole 3D.
It provided constructive solid geometry tools similar to Q3Radiant (Quake 3), a simple material editor, and object transformation tools.
A separate tool generated lightmaps and precomputed visibility information using binary space partitioning trees.
Both the engine and its editor were strongly influenced by Quake.
After releasing Western Quake 3 Beta 2.0, the last version I worked on as a developer,
I began exploring 3D graphics with OpenGL.
My first project was a small game in which the player controlled a mole attacking large insects with a shovel.
The moles later became pirates, and the map became an island.
Building the game helped me learn the basic principles of 3D graphics programming.
The engine's main components were its model format and terrain system.
The model format was similar to Quake 3's MD3 format.
The terrain was generated procedurally from random paths that defined the explorable area.