The excellent Fabrice Closier of the Away3d team wrote an in depth look into the making of BattleCell’s 3d experience that everyone should check out.

Prefab3D: Making the BattleCell Demo

He covers everything from using Prefab in lighting the textures to generating the BSPs (binary spacial partitioning trees), to planing and who covered what in the development of the game.

Prefab in action
Prefab in action

And I have to agree with him, that although our team of 5 (Rob Bateman, Fabrice Closier, David Lenaerts, myself (Sean McCracken), and the artist Federico Selmi) were able to make this in a span of 4 weeks,  another team could have taken easily four times as long.  I’m really proud of what we were able to complete in such a short amount of time.

If you aren’t following these guys on Twitter, you really should be:

Fabrice Closier:  @fabriceclosier made the level BSP, Textures, and tons of 3d game code.

Rob Bateman: @robnet implemented the P2P multiplayer code into the 3d Game Engine (and tons of other 3d stuff).

David Lenaerts: @DerSchmale responsible for BSP and various 3d awesomeness

Sean McCracken: @Seantron responsible for P2P multiplayer code and saying “dude” too often

2 Responses to “A look under the hood of BattleCell’s 3d Development.”

  1. Introducing the SmartMesh Library for FMiS4’s RTMFP (beta) « Influxis Labs

    [...] what’s SmartMesh?  SmartMesh is what the BattleCell library became.  It’s a more complete library that allows for easy RTMFP connections, and a [...]

  2. Hey

    Nice. I can’t wait to see what this will be like when it is fully operational!


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