Third Person Camera
First Person Camera and sky map
2D Text and images
Rendering of 2D text and images to textures.
Bump Maps, the teapots have a grass bump-map applied to them.
Glow Maps, parts of the texture stays lit, even in the shade.
Point light in a house.
Multiple moving point lights.
Realized we didn't know how to generate bump maps. Fixed it.
Working networking, multiple Players.
Static dolphin "projectiles".
3 players sitting on the height-map.
Minimap that shows relative location of other players.
A 3D heightmap makes it possible to walk below other terrain.
Rainbow colored bounding spheres.
Players taking damage from each other's weapon projectiles.
There is fog and grass everywhere!
Rain! First efficient particle system.
Several players sitting in the rain.
Player on fire!
Fire and rain.
Texture blending map for the terrain.
Fire and rain with texture blended map.
New cat and vehicle models.
Frustum culling of the terrain.
Smoke and fire.
Thruster particle system.
Thrusters adjust based on turn direction.
Vehicles have color types.
Death screen. Using RE's for now.
Applied all of our model texture maps to the terrain.
Front weapon power ups show color type.
Front weapon shows color type.
Weapon fire lights up the surroundings.
Missle projectile particles.
Pulse cannon projectile particles.
Death particle effects.
Giant Doom model is animated.
The player is rotated to sit on the terrain.
Using random concept art as a loading screen.
Initial shadows. Still a bit buggy.
Mostly fixed the shadow acne.
Shadows from trees.
List of connected players.
Mines align with the ground.
The vehicle is actually occupied now.
Updates player tiles with an HP bar.
Rendering of the world to the minimap.
Gatling gun with muzzle flash.
Character selection screen.
Shadows from spot lights.
Electrical damage for either taking damage or getting stunned.
Shield neutralizes damage.
Particle system for acquiring power ups.
New dead screen.
Fire trail weapon.
Different character models.
Final UI and Level design.