Some quotes...

Frankie Taylor:
jfk, Once again. Amazing work. Classic FPS Game Play. I'm not sure if you plan to build more levels, but, it would be nice to see the plot unfold.

eni:
First of all, I have to say this is an amazing accomplishment. It shows both how capable you are, and how capable blitz is. I certainly respect this work. (Oh, and Wow! Decals on the people...err...corpses. Am I seeing things??) The water effect is beautiful. The style and textures give the map such depth. The doors are done well. The crates look great. And so many other things...but you know that already.

Dave:
this thing SERIOUSLY rocks. I was always impressed by the first stuff you release jfk, but this new stuff is really good.

Designed with



no wait, Metapad, a nice Notepad replacement :)

CSP Game Engine

The CSP Game Engine is a first person perspective game engine for Win32 and DirectX. This project was started a few years ago by a small number of PC games programming enthusiasts. Over time more and more features were added.

Due to third party requests we have made the tools available, based on a Engine License product. We are desperately trying to put a full game together. The level design takes a lot of time, noless we have released a few maps in the past.

We are still looking for team members, especially character and map designers, as well as GUI specialists.

Newer news

A grass engine was added. The editor allows to define grass zones. Primitives are used to cover areas where grass should grow. Density, range, contingent of quads and more of the grass can be defined in a cfg file. The approximate color and brightness of every quads underlying piece of ground is sampled and used to pseudo- lightmap the grass quads individually.

The result is a breathtaking atmosphere of shadow and light. The grass quads are animated, using offset sinus rotation. Wind speed and force are defined in the cfg file as well. It is a simple system and it isn't perfect. But if you actually play a game and don't just stare at the grass all the time then it surely adds some realism to the look and feel of outdoor scenes.

I have to confess, again I made a big mistake when I designed this demo level. This map is looking like a volcano crater. The player can often look from one end to the other end of the map. So I had to set the camera range up to about 550. So basicly the whole map is rendered and processed all the time. Therefor on an older card like eg. the radeon 9200 the framerate will drop down to a number that feels more like a slideshow.

Nonetheless it's perfect possible to create fast maps, including dense grass. Just design them with a low camera range in mind. For outdoor areas this would be canyons that are obstructing the players sight.


Plans

Over the years the engine has been edited again and again and unfortunately now there is some inconsistence in the way things are used. This is confusing people and makes it harder to learn how use the engine.

But the good news is this problem can be solved with relative ease. Every configuration whatsoever can easily be made with a simple GUI tool. So the plan is to write a graphical user interface that "wraps" all settings, config files etc. of the engine and allows to run the several editors in additional windows or to test an edited level with the game engine.

If this is once done then I want to add something like conditional dialogs and dialog based storylines. I wish I could start with this now, but the GUI thing must be finished first. :o/


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