Projects

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NO Direct3D, NO OpenGl, NO 3D acceleration used (except for glut_terrain)
Here are my programming projects. Countless hours spent, a lot learned. I only provide the binary executable and a screenshot.
The reason my executables are so big is because I compile with Borland Builder 6 and I deactivated Dynamic run-time library so I don't have to worry about CC3260.dll not being present on the system. The result is a big +50k to executable size.
Executables were compressed with UPX afterwards.
I code everything in ANSI C and Assembler.


  • Platform : Win32
  • Requirements : CPU >= Pentium 2 (CMOVxx op used), 32bit desktop, DirectX
  • Download
  • Description : This is a shooting game demo I have been working on recently. Incomplete, but it works. Weapons collision detection works. Control instructions are in the README file.

  • Platform : Win32
  • Requirements : CPU >= Pentium 2 (CMOVxx op used), 32bit desktop, DirectX
  • Download
  • Description : The Lorenz spiral. Enjoy.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Explore the Mandelbrot fractal yourself. Control instructions are in the README file. There are up to 4096 iterations/pixel and so you can zoom in pretty deep.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : I wanted to show what I could do with my camera system. Modifying the Field Of View angle, multiple cameras. The rest is eye candy. I used Perlin noise in order to have smooth color variations.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : I remember coding a similar project 2 years ago in OpenGl but I deleted it. This one looks better. Applying a Gaussian bell as a water drop gives pretty interesting results.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : These are blobby spheres or metaballs. I use a technique called the Marching cube algorithm. This algorithm is used mainly to give a shape to data recovered with a device such as medical scanner. That's how I understand it.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Software rendered of course. Splines are very usefull and I realised it by learning how they work. This is a Bezier patch with 16 control points represented by cubes. Control points are displaced with Perlin noise.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Small animation using radial blur, particles, texture mapping, my own 3D font and software renderer. I did it for my friend's birthday.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Radial blur. This is the updated version with my new algo. It's perfect just like Haujobb. The key is Bilinear filtering.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Fake sphere. Updated version with my radial blur algo. I can also do glaring effect with the same algo, I just have to tweak the blending factor.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Fire. This is the most basic effect to learn and was the first I did. It's done with a 3x3 filter. Perlin fire looks much better and in my to do list.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Plasma. Another basic effect, but many ways to do it. Here I sample from 4 lightmaps and average them. I look up the value in a color palette which I rotate. Again Perlin plasma looks a lot better.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Flubber that twists. I use span rendering. I like the final result, it looks nice. Took me a while to understand how to do it.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Updated Mandelbrot fractal zoomer. Still uses double precision in order to zoom pretty deep. It zooms out after a while. Noice(a demo group) did a demo with one that was pretty fast.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Mode 7 aka raycasting. This is not real 3D, it's like the mode7 used in many SNES games. One thing to note, everything is done with INTEGERS, no FPU used. I did this because I wanted to port it on the GBA, but never did. Isn't the texture neat.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Light rays. This effect might not be very impressive but it took me quite some time to come up with the technique to do this radial lighting. About a year in fact. The first technique was more accurate but it didn't cover all the pixels, hence it didn't look good. I'm happy with the current result because the algorithm I devised is quite ingenius. This effect doesn't really show the full potential of it though so I intend to use it with my 3D engine and some 3D text.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Fake sphere. Again this is a 2D effect, no 3D computations. I tried to reproduce an effect I saw in 2 Haujobb demos. Theirs looks much better of course. I use my radial algo from my previous effect.
    Update: I just realised how to get a much better result with a much simpler algo. Haujobb probably does it this way. I can't believe I didn't see this earlier.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Tunnel ??? 2D effect again. This is a perfect example of the following graphics coding reality: You come up with this great idea,technique in your head and you think it will look awesome when you code it BUT... the end result looks like shit. So there, it's shitty. It's much easier to do a tunnel with polygons in 3D, which I did in my engine.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Texture displacement. This looks nice. Good looking textures are really important and I now have a nice library of texture generating functions. Long live the SIN function !! And lets not forget Perlin textures. Aardbei does really nice textures, just watch PTCT

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Scaled particles. Scaling a screen is just a matter of 2 Look-up Tables, one for x and y.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Scaled particles again. This time I had to use a LUT the size of the screen. Still haven't figured out how Ryan Geiss does all his effects. Try the Milkdrop plugin for Winamp from his page, it looks very good.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Rolling background. Ok what the hell is this. Simple. I like to reproduce effects I see in video games. This one is from Super Castlevania 4 on SNES. There's a stage where the background rolls like this.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Water. The basic water effect is done with heightmaps and averaging the surrounding pixels. I'm happy with the result. It looks good. There are 2 sailors and 1 big wave.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : Rotozoomer. For this you need a tileable texture. I added my motion blur filter. It blends 75% (so I can use bit shifting to speed it up) of the previous frame with the present one.

  • Platform : Win32
  • Requirements : 32bit desktop, DirectX installed
  • Download
  • Description : 2D bump mapping. Now I really like this one. Like I said, textures are important and can really enhance the effect if you make it right. I generated this texture with Perlin noise. It can look like wood if I use the right color palette.

  • Platform : Win32
  • Requirements :
  • Download
  • Description : Recursive raytracer based on Whitted written in one week during summer 2002. Coded in C++.

  • no screenshot
  • Platform : Win32
  • Requirements : OpenGl card
  • Download
  • Description : Terrain generator. OpenGl accelerated. One of the first computer graphics project I did. Press R to regenerate the map. See README file for commands.