Here are the news updates regarding the ODDSaur Project.

29 December 2000

I've just released new code in the downloads section. This new release adds in daylight/nighttime lighting changes. The ODDSaur environment actually changes with your system clock...from dawn to midday to dusk to night...yeah, you get the idea. Here's a shot of the new code in action:

15 December 2000

Release 1.051 is out. I've ported ODDSaur over to GLUT. Performance has improved and the code should be much easier to maintain from now on. 

I've also found out the reason why some people have been having problems getting ODDSaur up and running. This has to do with the Detonator 3  6.31 drivers which are pretty buggy. Switching back to 6.18 solves the problem. If you've already got 6.31 installed, you don't have to uninstall the whole package to run ODDSaur. All you need to do is to replace the file nvOpenGL.dll of 6.31 with that of 6.18. 


14 December 2000

Release 1.05 is out. This release adds a jaw to ODDSaur as well as a ground, some landscape features and a sky with floating clouds. ODDSaur also casts a shadow around his surrounding environment. What you'll see is ODDSaur running about and stopping occasionally to exhibit some simple behavior... before running off again. Here's a screen shot of the new release:

The landscape, the ground...and of course ODDSaur are all bump-mapped in real-time using OpenGL together with the NVidia register combiners extensions.

6 November 2000

Release 1.01 is out. This fixes the lighting code and the bugs present in the calculation of the tangent, normal and binormal vectors for the orthonormal basis.

4 November 2000

Started creating the ODDSaur web page. Glad to say that after some hard work, ODDSaur is up and running! (on my computer, that is) I had to reduce the polygon count of ODDSaur for Release 1.0 as the original pre 1.0 version was jamming up my system....which is a PIII 800 with a Geforce card. 

In the meantime, you might just want to grab the code for Release 1.0 here. Coming up: New behaviors will be added to ODDSaur as well as the documentation for the ODDSaur code. I will also be adding some technical explanations and step-by-step analysis of how the program was written and why. All in all, I hope this web page and ODDSaur will serve as a learning experience for anyone else out there doing real-time hardware rendering on today's PCs.