This section contains examples of my past work (ok, it is very old - from my student days :)).
The following demos (such as the Table Football) never had the intention of being amazingly playable or to be sold.
They have been created in order to demonstrate several algorithms and techniques used in 3D Computer Graphics.
These programs have been coded mostly in OpenGL except from the asm shaders which have been done in Direct3D.
A rar file with all the demos is
here.
READ THIS FIRST:
-I'm using the Win32 API to build the windows, C++ and OpenGL/Direct3D for the 3D graphics and OpenAL 1.1 for the 3D Sound.
-The demos have been tested on several pcs and they seem to work properly on Nvidia cards (tested on GT7800, GTX260, and Quadro cards). I don't think there will be any problems with ATI cards, but you never know heh :)..
-There is always the case that an application might not behave properly with some hardware. If yes e-mail me so I can have a look.
-Before running the .exe file make sure you have opened the Config/Config.cfg file with a text editor and set up your preferable resolution for window/resolution (I've set it default to window -1024x768 but hey....you never know :)).
-All demos are zipped. You will need to decompress them using a utility such as WinRAR.
DEFAULT OPTIONS in all the OpenGL apps:
- H brings Help Menu
- Enable/Disable Vsync
- Flip through different rendering modes
(Wireframe, Flat shading, Smooth shading and Texturing)
- F1 changes to fullscreen
- Configuration file to set intial state of the app
(fullscreen or not and window dimensions)
- ESC quits the app at any point
This first demo is a visualization of a 3D terrain using the mid-point
displacement algorithm. It is a cpu-intensive algorithm
so nowadays is only good for demonstration but hey, one has to start somewhere.
It has the following features:
- Real-time terrain regeneration at different levels
(up to 10 = 2097152 triangles)
- 3D 1st Person Camera (Pitch and Yaw)
- Flat and Smooth Shading
- 1D texturing
(4 textures : earth, random noise, red-green and visible spectrum)
ADVICE: if you have an old pc do not go beyond level 9!.
You might have to wait for a while :)
If you wish to download the
Terrain MDP demo then click
here.
Press H during the demo to get to the help menu with the keys.
This demo is a visualization of a 3D terrain as before but it makes use of a simplistic version of the ROAM algorithm (no split-merge priority queues) as described in Mark Duchaineau's paper which you can
download
if you want.
It has the following features:
- Camera-view dependent LOD (level of detail)
for optimization of terrain mesh
- 3D 1st Person Camera (Pitch and Yaw)
- Flat and Smooth Shading
(Real-Time or Lightmapping)
- 1D texturing, 2D procedural texture mapping,
2D procedural texture mapping and detail mapping
(supports multitexturing by using OpenGL extensions)
- Frustum Culling
- Simple Water Simulation
- Simple Particle System to simulate rain
- Day/Night Cycle (very simple - just flipping through textures)
- Camera-Terrain Height Based Collision Detection and Response
- 3D Sound using OpenAL
- Volumetric Fog
If you wish to download the
Terrain ROAM demo then click
here.
Press H during the demo to get to the help menu with the keys.
Even though nowadays the need for optimizing terrain meshes is not
as crucial as it used to be since great advances have been made in the field over
the past decade, I always wanted to take the traditional ROAM algorithm
and try to turn it into a sphere (I saw a demo once and I loved it).
So I gave it a shot and there it is.
It has the following features:
- Camera-view dependent LOD (level of detail)
for optimization of terrain mesh
- 3D 1st Person Camera (Pitch and Yaw)
- Flat and Smooth Shading
- 1D texturing, 3D procedural texture mapping,
3D procedural texture mapping and detail mapping
(supports multitexturing by using OpenGL extensions)
- Frustum Culling
- Simple Particle System to simulate rain when in close distance
to the planet
- Day/Night Cycle (simple :)) flipping through textures)
- Camera-Terrain Height Based Collision Detection and Response
- Volumetric Fog
If you wish to download the
Planet ROAM demo then click
here.
Press H during the demo to get to the help menu with the keys.