Ingame screenshot of work-in-progress environment content provided by the Tempest in the Aether project. Working on the lighting and effects setup. Used as testing area for Polyverse, using the Ryzom Core engine. Assets kindly made available by Matthew Lagoe.
Ingame screenshot of work-in-progress S-type asteroid landscape. Working on the texturing, landscape modeling and lightcycle effects. Character model used for testing provided by Winch Gate under CC-BY-SA.
As you might have noticed, I haven’t posted any follow ups on my first blog post on Snowballs yet. I had some ideas planned to talk about, but there’s been other work like the NeLSound engine that had higher priority. Since Snowballs doesn’t have sound yet, you can see this as work on Snowballs as […]
The project to run NeLSound on top of Microsoft’s new XAudio2 API is already nearing it’s final stages of development. The driver currently implements all basic functionality required by NeLSound, as well as the some of the environment effects (commonly known as EAX), and has support for the OGG Vorbis music format. I am currently […]
I have recently started working on an XAudio2 driver for NeLSound, which will allow OpenNeL to make use of Microsoft’s new XAudio2 sound library (included in the latest DirectX SDK), in addition to the three sound libraries already currently supported by OpenNeL (FMod, DSound and OpenAL). The project currently does not implement all functionality yet, […]
Hi, I’m Kaetemi, currently sort of working on bringing Snowballs back alive. Snowballs is the prototype game of the open source OpenNeL MMORPG engine. I recommend brining a visit to http://www.opennel.org/ for some more detailed information. As the title of this blog entry suggests, this bit of text is about the gameplay of Snowballs, and […]