LithTech Jupiter
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- Publication date
- 2002-03-19
- Usage
- Public Domain Mark 1.0
- Topics
- monolith game lith engine
- Language
- English
The Jupiter engine was a thorough overhaul of the LithTech technology, developed as an alternative to 3.x. In some ways, the original version of Jupiter was even more technologically advanced than its competitors, since it supported Sader Model 1.x and included a visualization tool, whereas at the time Unreal and Quake only supported CPU-based shaders.
LithTech Jupiter System
The LithTech Jupiter System represents the cutting-edge in 3D game development technology. As new features and functionality enhancements are added, updates of the Jupiter System will be made available to licensees.
Requirements
The LithTech Jupiter System (Jupiter) supports the development of PC games that support Microsoft® DirectX® 8.1. Jupiter requires Microsoft Visual C++ 6.0 with Service Pack 4 and Microsoft DirectX 8.1 SDK Retail Version.
Character Studio 3.0, 3.0.1, 3.1, and 3.1.1 are not supported. Versions 3.0.2 and 3.1.2 are free upgrades for people who own Character Studio 3. Version 3.0.2 works with MAX3, and 3.1.2 works with MAX4. These upgrades are available at Discreet in the Support section.
LithTech supports either DirectSound or the Miles Sound System through the use of a DLL-based driver layer.
Documentation
The Development Guide provides introductory, overview, and quickstart information for using Jupiter System.
The build notes provide up to date information on the most current version of the Jupiter System.
The \Specs\GameSystems\ directory contains the following documents:
CommandManagerUI.doc | The Command Manager user interface provides a means for creating, editing, and viewing a series of messages or commands grouped together in a chronological order inside of a single command object. |
PlayerMessages.doc | A description of the syntax and results of the various messages that the player object handles. |
Building the Game Code from the Command Line
To build the game code from the command line perform the following steps:
- Open a DOS window.
- Switch to the \LithTech\LT_Jupiter_Bin\Game\ folder (or the \LithTech\LT_Jupiter_Src\Game\ folder).
- Run the build.bat file.
- Open the build.log file to view the output.
Building the Game Code from Developer Studio
To build the game code from Developer Studio, perform the following steps:
- Launch Microsoft Visual Studio v6.0.
- Select Open Workspace from the File menu.
- Browse to the \LithTech\LT_Jupiter_Bin\Game\ folder (or \LithTech\LT_Jupiter_Src\Game\ folder).
- Open the TO2.dsw project file.
- If any Source Control dialogs appear, click No to dismiss them.
- Select Batch Build from the Build menu.
- Check all Win32 Debug and Win32 Release project targets.
- Select the Rebuild All button.
You may only want to build all Debug or Release targets.
Running the Game
To run the game, you can run the game launcher from:
\LithTech\LT_Jupiter_Bin\Development\TO2\TO2.exe
Components
Jupiter includes the game code for the No One Lives Forever sequel. You can use the this as a starting point for your own game and as a guide to understanding how various coding tasks are accomplished using Jupiter.
The various Jupiter components are located in the following subdirectories of \LithTech\LT_Jupiter_Bin\:
\Engine\ | Engine headers and libraries. |
\Game\ | Game source code. |
\Development\TO2\Game\ | Game resources. |
\Development\Tools\ | Pre-built tools. |
- Addeddate
- 2019-12-20 05:35:17
- Identifier
- lithengine
- Ocr
- ABBYY FineReader 11.0 (Extended OCR)
- Ppi
- 300
- Scanner
- Internet Archive HTML5 Uploader 1.6.4
- Year
- 2002