Computer Graphics Projects
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Deadlock is the project I'm currently working on. I'm the lead programmer at team0xf - a team of 5 university students aiming to produce an FPS game for the 'Team Programming' course.
Deadlock is going to be set in a world inspired by Cyber Punk and feature arcade arena combat.
The project uses many advanced libraries, such as PhysX, DDL or RakNet. It's written mostly in
D.
Find out more about Deadlock and team0xf at
http://deadlock.team0xf.com/ and
http://team0xf.com/
See
Deadlock in action.


Some time ago I made a GUI toolkit which used OpenGL for rendering. That's an early version of it. Currently I'm working on a concept that will unify RM and IM mode GUIs and will be able to use OpenGL as one of its backends.
SDL is used for OS window management and SDL_ttf along with a custom font caching system does the font rendering
Download the demo
Please note that this demo may crash in certain circumstances. The bug has been long found and fixed, but not in this particular release.


I used to play with a toy engine, Heresy, which could do portal-based rendering (with mirror support), Cg shaders, photon mapping (not realtime at all) and some cool postprocessing.
The above screenshot shows a teapot with cubemap-based reflections and a few stenciled mirrors with recursive reflections. The scene is lit by vertex-based lighting (yes, I know lightmaps are better but I was too busy to calculate them) computed offline in a photon mapper.
Download the demo


This screenshot contains a revised version of my GUI, with a nicer theme and some extra widgets.
In the background, there is a photon mapped Cornel box - alike, rendered with a low-color-range Bloom hack.
Download the demo


STFU (which obviously means Shoot That Fat Uncle) is a really simple game I quickly hacked together for an English course. It was meant to be a quiz for a language project.
Except for blocky characters and blocky levels, it features skeletal animation, per pixel hit testing and SDL-powered sound.
The game is very configurable using human-readable (non-XML) config files.
Download STFU (includes ugly source)
View a larger screenshot


The Tanks demo was a small tech demo of my Heresy engine, showing some very simple rendering and most importantly, ODE-driven physics.
The only noteworthy stuff in this demo were Catmull-Rom interpolated treads and scene graph - synchronized physics, but everyone loved it for the toy-tank feel.
I'm still planning to create a Robocode-like programmers' game using these tank models.
Download the demo


DShade is my experiment at software rasterization. It does vertex and pixel shaders, texturing, perspective correction, Sutherland-Hodgman clipping and backface culling.
The shaders are in fact simple 'renderers' which can draw whole meshes, so the shaders get inlined into their inner rendering loops. DShade can detect a change in .d shader files and dynamically recompile them (requires DMD 1.007).
Download a
Recent demo or access the
SVN.
Hint: use the mouse, 'wsad' keys and spacebar for interaction.


Hybrid is my third attempt at making a standalone, crossplatform GUI toolkit. It uses an experimental concept, which places it between IMGUIs and RMGUIs. This approach lets it take many advantages from these both approaches, while compromising as little as possible.
Hybrid will be used in Deadlock and its tools, but it's also freely available under the MIT license.
Find out more at the official
Hybrid GUI Website.