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Meeting Info
TBA, TBA
Fall 2008 Semester
Check out project screenshots here.

Current Projects

Past GameSIG projects in alphabetical order

Bacteria

One of the most entertaining games I've ever played was Nintendo's Dr. Mario. I had forgotten about the game until this year. One week, one of the guys down the hall brought the game from home and popped it in. Over the last few months it has grown to be an integral part of our dorm life. Particularly, the multiplayer competition aspects have really kept our interest. I got to thinking that it would be cool to be able to play this game over the internet. Unfortunately, I didn't see any PC verisons of this game. I decided to set out on the task myself. Bacteria is an attempt to make a portable platform independent clone of Nintendo's version. Currently, I have most of the basic data handling and functionality working. I also have the single player display and input working for X windows.

Author: Andy Selle
ScreenShots: Bacteria

Balance of the Force

"Balance of the Force" is an exciting class based mod for Jedi Knight II.

Contact David if you'd like to help out.
HomePage
ScreenShots

BotWars

BotWars is a 2d top-down game. Players create their own AI for bots. The bots then fight each other to see who has the most effective AI.

Project Leaders: Alex Mohr and Nick Rasmussen
ScreenShots
Project Start Date: 1999

Craiden: Tactical Air Superiority Action

Craiden: Tactical Air Superiority Action is a top-down scrolling arcade shooter style game in development by Vaporware Games. (Rated as the best game ever by the Craiden development staff 2 - 0!) In many words: the game details the F/A-22 Raptor's successor, the F/A-23 Extreme Combat Strikefighter, and it's rise to global dominance in the theater of tactical air superiority action*. In fewer words: give us money.

Creators: Chris Olsen and Mark Zeller
HomePage
ScreenShots

Harvest

Harvest is a hunting mod for Half-Life 2. It includes a small ecosystem of animals that breed, feed, and sleep.
Creators: Nate Aschenbach and Tony Magro

ScreenShots

Ember

"Ember" is a 3D networked multiplayer real-time strategy/first-person shooter hybrid. Its goal is to bring together players from both genres, and to allow them to participate in the game as either the commanders or the warriors on the battlefield.

Author: Alex Mohr
ScreenShots: None

JoeEngine

Features:
  • Full quake2 style console with Cvars and Commands
  • Command buffer which every command or action in the game runs through.
  • Networking Client/Server (almost, you can connect and chat in the console)
  • Skinnable Menu system.
  • Mp3 player
Author: Anthony Magro
HomePage
ScreenShots

Kevlar

Kevlar is a 2d sidescrolling game.

Project Leader: Alex Mohr
ScreenShots

Mach2

Mach2 is a 3d game utilizing dynamic lighting. There's a little real time lighting action going on, with pseudo accurate light attenuation and sexy bump mapping. It also averages 100fps on a laptop (woot). 5 texture passes, baby.

Contact Mark Wilhelm if you'd like to help out.

ScreenShots

NewAge

NewAge is my most ambitious project. It started out as a rewrite of the engine I wrote for my Games Technology class (a basic engine that loaded GTKRadiant maps and had a scripted shader system). My initial goal was to write a cross platform version for both linux and win32 and clean up everything. In particular the shader system was going to be rewritten to handle multi-pass rendering, bump mapping, and a variety of new effects I hadn't had time to implement for class. While talking over the design of the engine with other members of my group we decided that there was a great deal of room for improvement for the new engine, and a simple rewrite and clean up was not enough to fully realize the game we had first envisioned making in our Games Technology class. Key to the new engine would be it's better implementation of terrain which could be made to repeat into the distance forever, giving the player a deeper feeling of immersion than most games that have impassible yet invisible map boundaries. At this point NewAge was a simple octree based engine. Soon after I was talking with Peter Keller about my engine and he suggested the use of a BSP tree for translucent surfaces and a portal based engine for buildings. The additional culling provided by the portal engine on top of the octree could only make things faster.

Author: Chris Olsen
HomePage
ScreenShots

NPRQuake

Not a GameSIG project but created by Alex Mohr and others from our neighbors at the UW Graphics lab. NPRQuake is a source-code modification to id Software's Quake. The modification allows for dynamically loaded rendering plug-ins that can change the visual style of Quake. This project is joint work between Alex Mohr, Christopher Herrmann, Erik Bakke, Steve Dutcher, and Andrew Gardner.

HomePage: NPRQuake
ScreenShots: NPRQuake

Pandora

The Pandora Project strives to build a game similar to the Unix xpilot game of ages past. Although much of the project duplicates previous work done by the xpilot project, our motiviations come from a desire to learn through experience, rather then jumping into projects that might be more ambitious.

The Pandora Project is the collective work of many members of the UPL Game SIG. It was started as a simple project that programmers of all skill levels could work on, since it contains both trivial modules, and complex modules. We are allways seeking new people to help out with programming and creating media for the game.

Author: Daniel Nash and Tom Stanis
ScreenShots

Skeleton Engine

"Skeleton" is a 2d game engine written in C. It uses OpenGL for rendering.

Author: Tony Magro
ScreenShots

Stroids 3D

"It started out just like the original (2D), but then he made your ship and all the asteroids 3D (but still stuck in a plane like before). Then he changed it to a first person perspective and made it so you can look and fly in any direction. Now, it's really nothing like asteroids, but it's still really cool."
--John Bethencourt

Stroids 3d is a cross-platform OpenGL space shooter.

Author: Anthony Magro
HomePage
ScreenShots

TDGraphics

TDGraphics allows programmers to write computer games which transparently run on Unix (X, DGA, GGI) or Windows (DirectX). TDGraphics hides the platfrom specific differences between different graphics libraries, and even different operating systems. TDGraphics has also been designed to be as fast as possible, while providing a very simple C++ interface. TDGraphics takes advantage of features such as MITSHM, DGA, and DirectX in order too yield the best possible performance.

Author: Tom Stanis
ScreenShots: None

Titor's Time Travels

"Titor's Time Travels" is a game written in Java utilizing the Java Monkey Engine

TRPG

trpg is a 3d engine written OpenGL and C that I plan to eventually use to make a game.

Contact Brian Hackbarth if you'd like to help out.
ScreenShots