Jeffrey M. Barber

Tombstone

Evolution4K

Oct 2001 โ€“ Feb 2002 ยท age 19โ€“20

What it was

Evolution 4000, a 3D space game in C++, SDL and OpenGL in the mould of Elite: fly a ship between planets, fight, and one day trade at depots. Everything under it was hand-built. A custom binary model format came out of MilkShape exports, with interleaved vertex arrays that held both base and animated positions. Motion was stored as a base position plus velocity times elapsed time, so it stayed exact at any frame rate. Collisions were solved in continuous time between moving spheres. Planets and satellites came from fixed-width text tables, the GUI was cut from a sprite sheet described in a text file, and an NPC tailed the player at a polite distance. The demo flew two ships around a moon, fired bullets and lasers, and drew explosions. The trade screen had five buttons and nothing behind them.

Wins, for the age

What it taught

Genealogy

Ancestors: Ant Colony: an earlier hand-rolled OpenGL game with its own MilkShape asset pipeline. Descendants: Zenerd: the model library and its interleaved vertex layout. Lib Quest: game logic pulled out as a library of its own. Cauldron v1: skinned meshes and the engine instinct, finally with animation finished.

Epitaph

Here lies Evolution 4000: two ships, a moon, and a trade screen whose buttons did nothing yet. The physics was ahead of the game, and the game never caught up.