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City Simulation in DirectX 9

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Uploaded by on Apr 7, 2011

This was created for a final year graphics assignment. I decided to extend my first assignment, which created a city in RenderMonkey. This time the brief was to build a shader driven scene in C++ with DirectX 9.

City model created with GhostTown (a plugin for 3ds max)
City light maps created using automatic unwrapping and render to texture in 3ds max
Interiors are faked using Joost van Dongen's Interior Mapping technique
Splines are created in 3ds max, then exported via a custom MAXSCRIPT I've written. The splines are then interpolated using Catmull Rom to give the nice curving paths of the vehicles
The HUD is created in Photoshop and based on the Halo ODST drone HUD, certain parts of the HUD react to camera movement (yaw, pitch and height are animated)

One of the things I enjoyed most about the development of the project is the key role that 3DS Max played. This is the first opportunity I've been able to use 3DS Max in such a big way, for procedural geometry generation, lightmap calculation and traffic path creation (via MAXSCRIPT). In the future I'd like to extend my knowledge of MAXSCRIPT and Max driven automation which is proving extremely powerful.

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  • @MriLovesubscribe Good models are hard to come by ;-)

  • oO This is the unity car from tutorial template LOL

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