Tombstone
Cauldron v2 · Epic
May 2005 – Nov 2006 · age 23–24
What it was
The demo application of the 2006 Cauldron, and the only place its libraries ever ran. A Win32 and DirectInput host compiled a bank of four shaders, loaded a skinned dwarf and a hillside of SOAR terrain, and walked the scene every frame. The dwarf integrated its own vertical velocity, clamped its fall with a downward raycast, and let a PhysX character controller handle sideways motion and grounding. Its jump and airborne poses were computed straight from frame numbers and distance to the ground. A flock of boids flew overhead, their positions stored as generated scene data. There was a console on the backtick key, sixteen thousand billboard particles updated inside the draw call, and a screenshot routine that smoothed each picture before saving it. The final build was runnable, with mirrors and the skybox commented out.
Wins, for the age
- At twenty-four, Jeff got a dwarf to walk, run and jump over cooked terrain with a commercial physics SDK, finding on their own the hybrid-gravity pattern PhysX's own character controller had already shown.
- Made a flock of boids part of the scene file, so a flock saved and loaded like geometry.
- Wrote update, render, delete and find as free functions over the generated classes: behavior beside the data, not inside it.
- Kept the demo runnable to the end. The screenshots were the deliverable, so this ape with a keyboard wrote a smoothing filter for them.
What it taught
- Physics integration for a character is controller flags, raycasts, cooked meshes, and one hot-patched keyframe that makes the feet meet the ground.
- Pass the real time step. A hard-coded step inside draw made animation and boids run at frame rate.
- Update does not belong in render. The note "Refactor Out" above the particle code was the answer, written down.
- Load once, and never fix data in code.
Genealogy
Ancestors: Rage: the earlier character-animation demo instinct, now walking on physics. Descendants: Kitchen Demo Game: the next demo that proved the stack, this time a tower defense. Part of: Cauldron v2.
Epitaph
Here lies Epic. A dwarf walked uphill with its own gravity and someone else's collision, under boids that were also scene geometry, and was looked at once more in 2007 and once in 2009.