This section of the web site is about writing a managed .net directx game engine.
Why another new engine? Why not start with an existing open source example? Why not use my old commercial code? All good questions.
The benefits of using an older code base include commercial quality testing, complete (i.e. tool suite as well as rendering, AI and networking) and efficient. The downsides include code rot - the engine is full of some assumptions that in the modern era look somewhat flawed (e.g. max texture size limited to 256).
Mainly because I use C# more and more in my commercial life and I kind of fancy it. I suspect I don't fully understand some of the issues to do with garbage collection yet. This may be a good opportunity.
The development is split into a number of numbered sections.
Charybdis also developed a sequel to the ever popular Magic and Mayhem series. The sequel was somewhat confusingly called "Magic and Mayhem: The Art of Magic".
I was lucky enough to be the project lead on MM2 and had the great fortune of working with many fine developers, artists, musicians, testers and management team.
Unfortunately Charybdis ceased trading just as we were finishing The Art of Magic. Luckily the publisher (Virgin Interactive) paid a small group of the original developers to finish the game off.
Please follow the links to the Art of Magic part of the site.