Jeffrey M. Barber

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

What it taught

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.