Gravity Car
It's not actually gravity car. I lied.
Although, I am working on an engine in C# (using OpenTK). I'm rather proud, as I've accomplished a lot (seriously like a frickload) more than previous attempts. Currently I have implemented Farseer physics, bass.net audio (and with that positional audio), shadowmapping, normal mapping, specularity (spec maps are on my todolist), and a basic entity system.
It's evolved over the past few months, and I hope to see it evolve more.
First, just basic rendering of VBOs using openGL's fixed pipeline
Then some physics, an entity system, and a basic .obj loader later:
Convert everything to stop using opengl's fixed pipeline and sprinkle some lighting in between
In the most unartistic manner possible, carefully sprinkle some specularity, normal maps, and shadow mapping.
Tada! I'm still working on this. If you want to tell me how I'm doing everything wrong, all the code is here: https://github.com/Foohy/gravity_car







