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Here's a little demo featuring some nice GDC2002 effects. It's a little bit old (november 2002) but I was busy the last months. There's a warning, the demo was made with buggy drivers from nVidia. So as a matter of fact, with good drivers, the first scene is wrong lighted (unfortunatly the effect comes from the lighting so this scene is a little crap). I don't remember which was the version of the driver I used, around 40.72 or something like that. You can see right screenshot for the first scene (and the others BTW).PS : This demo needs a openGL 1.4 drivers (see above for explanation). Journey's page (description and link to papers/screenshots) : Journey
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No, I'm still working on my engine, here is the result. In this demo, you can see the application of the paper that you can find here , it's about hatching. You can download my first result, I stricly applied the method described in this paper except that I used 3d texture to implement blending between all tonal art maps. By the way, this demo required a 3d card that supports openGL 1.4 (check for lastest drivers), I only tested this demo on nvidia card (gf3 ti500 and gf4 ti4200), feel free to mail me if you've got a problem (especially with ATI cards).Archive : Hatching Demo |
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As I work on a stencil based shadow system, I need to throw many rays to avoid useless shadow polygons, and to speed raytracing I was obliged to equip my engine with a space partionning system. I choosed octree and this demo shows you the first result. When lauching this demo, you can see the octree structure (blue and green lines), a blue cube means that this octree node doesn't contain any polygon, and the more triangles the node contains greener is the cube. You can also move a ray (the white line) with the IJKL keys of your keyboard, when it hits a triangle this one is drawn (also in white). There is a simple shader system, you can play with it by changing the file \ini\shaders.ini and then type r_reloadshaders in the console to update shaders on the fly. For now, this demo is a little bit cpu expensive but I have already optimized some parts of the ray tracing and I'll do my best to reduce the consumption of cpu cycles.PS : This demo cannot run with a voodoo chipset based card, at least you must have a TNT class video card. Archive : Octree demo
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Since I've already done a complete particle system at work, I tried to find something original to code. In fact, you can download my clothes simulation demo, there is only a piece of cloth which is held in two points and a virtual wind is blowing.Archive : Cloth Demo |
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This is just a animation demo of a old version of Space Banana 2 Engine, a kangaroo is animated by a morphing system as in quake for example. Don't judge too harshly the animation itself because I created it, so it's coder-art !Archive : Animation demo
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This is a little demo written in 15 days, that was the first time that I use OpenGL. It contain a lot of stupid beginner errors as the lake of timer ! As a result, I don't recommand you to download this demo if you got a TL video card since it will run to quickly!Source (C++) : source |
Shoot-Me! is a game that Thibaut SIBILLE and I have created when I was at school. This is a basic shoot-them-up that runs in DOS mode, it was coded in C and asm x86. The gfx was realized by scanning drawing, some of tunes are original. This game was showed at the ExpoScience 99 competition. You can also plays in network up to four players!Archives : 1 2 3 4 5 6 7 4.79 MB Source (C) : source (40 KB) |
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Just a little try that occupy three kilobytes on your hard drive, it's the beginning of an intro but I never had the courage to finish it!Archive : 1 (2 KB) Source (Asm) : source (5 KB)
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Picture Retouch is a school project written in C++ (in a very very bad style), with it, you can edit picture theorically!Archive : 1 (785 KB) Source (C/C++) : source (56 KB) |
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This is a work done for my school again, this is about oriented graphs, you can create a graph with it, find the shorter path and so on.Archive : 1 (513 KB) Source (C/C++) : source (32 KB) |