Last Update: 28/05/01

Progress

Main Page

News

About the Project

Progress

TEP Specifications

Download WIP

TEP Websites

Contact The Team

TEP is currently on a hiatus due to the programming team having other priorities within their lives. Hopefully we'll start programming again in the near future; if you've got to time to spare to help out on the coding side we'd like to hear from you!

If you came from Jades' page, why not check out the latest developments on the news page?.

Game Design

Game design has been largely static recently as we concentrate on coding. We have an old design document.

Coding

Our major priority recently has been the 3d engine which is now fully functional and undergoing optimisation. It's currently BSP based though a hybrid z-buffered/BSP adaption is definately on the cards. We render to OpenGL or our own accelerated software engine. Currently OpenGL is supported by way of Mesa/GLX but a port to Windows WGL is planned in the near future.

Most of the backend services: graphics, input, GUI etc. are fully functional.

TEP is highly modular, allowing for easy porting between platforms.

The modules currently available allow TEP to be compiled under gcc, DJGPP and Visual C++. Versions therefore exist for DOS, Windows and UNIX.

Graphics modules exist for DOS/VBE2.0 (asm), DOS/VBE1.2 (asm), DOS/Allegro, Win32/DirectX(Allegro), X11/Allegro, X11/GLX and UNIX/GGI.
Sound modules exist for DOS/Allegro, Win32/DirectX(Allegro) and X11/Allegro.

The Plot

Since the implementation of the plot in the game engine is yet to be decided the plot exists mainly in descriptive form, please check Plot Central.

Screenshots

Game engine and 3d screenshots coming soon.

However, you may wish to examine the screenshots from our new terrain generation module.


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