"We use the word 'politics' to describe the process so well: 'Poli' in Latin meaning 'many' and 'tics' meaning 'bloodsucking creatures'."
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Framework 4 (Last updated: October 25, 2019)
Framework 3 (Last updated: February 6, 2017)
Framework 2 (Last updated: October 8, 2006)
Framework (Last updated: October 8, 2006)
Libraries (Last updated: September 16, 2004)
Really old framework (Last updated: September 16, 2004)
Perpixel spotlights
Monday, May 13, 2002 | Permalink

Executable
Source code
Spotlights.zip (625 KB)

Required:
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4
GL_EXT_texture3D
GL_EXT_texture_edge_clamp

Recommended:
GL_ARB_texture_compression
GL_EXT_texture_compression_s3tc
This is a demo of perpixel shotlights. Two flashlights are flying around lighting the bumpy walls. Looks pretty cool
The effect requires four texture units, a bumpmap, vectorfield, spotlight texture, and a small 2 texel texture to remove the backprojection. (With fragment shaders the last texture shouldn't be neccesary)

It should run on Radeon 8500, Parhelia and GF3/4.
Source is included as usual.

Particle system
Saturday, May 11, 2002 | Permalink

Executable
Source code
ParticleSystem.zip (130 KB)
Finally a demo for all you guys who were fooled to buy a Dell (Highend CPU + crappy videocard).
This demo should run on pretty much every card out there, but may demand a little CPU power.

It's a cool particle system.
Never done anything with particles before, but it didn't take long to make it and add loads of features to it. Particles are pretty cool, they allow all kinds of funky effects and are easy to implement and quite easy to handle once implemented. This demo only shows off a few of the features I've implemented, but it has these adjustable parameters which may interest other coders out there:



GameEngine
Saturday, May 4, 2002 | Permalink

Executable
Source code
GameEngine.zip (1001 KB)

Required:
GL_ARB_multitexture
GL_ARB_texture_env_dot3
GL_ARB_texture_env_combine
GL_EXT_texture_edge_clamp
GL_EXT_texture3D
GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4

Recommended:
GL_ATI_fragment_shader or GL_NV_register_combiners
GL_ARB_texture_cube_map
GL_ARB_texture_compression
GL_EXT_texture_compression_s3tc
A demo of the game engine I've been working on. It should run on the whole Radeon series card, Parhelia, GeForce 3 and GeForce 4.
It's a flyby demo, moving you around in a not too unfamilar environment for some of you FPS freaks out there.

2002-05-04:
Bumping this demo up again as I've finally got around to clean up the code and sort of finalized it. Source in now available for all you people that I know have been waiting, I apologize for all the delay. There aren't a whole lot of changes since last time, slightly tweaked lighting, the fogging I worked didn't make it into the demo either, it would be too much trouble to get a solid implementation on todays hardware with the method I tried.

Refractions and reflections
Thursday, April 11, 2002 | Permalink

Executable
Source code
Refraction2.zip (990 KB)

Required:
GL_ATI_fragment_shader
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4
GL_EXT_texture3D
GL_EXT_texture_edge_clamp
GL_SGIS_generate_mipmap
WGL_ARB_render_texture

Recommended:
GL_ARB_texture_compression
GL_EXT_texture_compression_s3tc
This is a demo of a pretty realistic water surface. The waves are created dynamically by generating a texture with some perlin noise. The refraction is done by rendering the scene to a texture and then the wave texture is used to perturb the texture coordinates on a per pixel level in a fragment shader. Similarily for the reflections, except that they are rendered to the texture with y inverted. Finally, it's combining the refraction and reflection by interpolating between them depending on the view angle.

It'll only run on Radeon 8500 card right now.

2002-05-31:
Updated to run on drivers later than 6071. A driver bug was fixed that exposed a bug in this application, which I have now fixed. It won't run on older drivers anymore though.

Bub
Friday, March 29, 2002 | Permalink

Executable
Source code
Bub.zip (880 KB)

Required:
Hardware T&L
3 vertex streams
My first Direct3D app.
This demo shows a keyframe animated character, anyone who have played the old classic game Bubble Bobble will recognice this as one of the cute little dragons from it. I've made it in Maya and a loader for .gof files you can export from maya is included. It has 17000+ polygons.
There is also code to help the serious lack of simple glVertex() calls for simple test stuff as you have in OpenGL.

StencilShadows
Wednesday, March 13, 2002 | Permalink

Executable
Source code
StencilShadows.zip (678 KB)

Required:
GL_ARB_multitexture
GL_EXT_texture_env_dot3
GL_ARB_texture_env_combine
GL_EXT_texture_edge_clamp
GL_EXT_texture3D
GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4
This demo shows dynamic per-pixel lighting with shadows and proper shadow overlapping. The shadows are created by using the stencil buffer and Carmacks reversed algoritm.

Refraction
Wednesday, February 13, 2002 | Permalink

Executable
Source code
refraction.zip (395 KB)

Required:
GL_ARB_multitexture
GL_ATI_fragment_shader
WGL_ARB_render_texture
GL_EXT_texture_edge_clamp
GL_SGIS_generate_mipmap
This is a demo showing how to create a hot air effect with dependent texture reads. First the world is rendered to a texture, then to the screen. Then it creates a fire with a procedural texture. This fire texture is then used both as colors and as an offset of the texture coords for the texture I rendered to. The final result is an effect where it looks like the hot air around the fire refracts the light from the background.

Easy? Oh yes!

CoinSaver
Saturday, October 13, 2001 | Permalink

Executable
Source code
CoinSaver.zip (321 KB)

Required:
GL_ARB_multitexture
GL_ARB_texture_env_combine or GL_EXT_texture_env_combine
GL_ATI_envmap_bumpmap
This is a screensaver with a shiny rotating EMBM:ed coin.
It will only run on Radeon series cards at this time.

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