|Cathedral Demo |
|An interactive demo which allows the user to explore a medieval cathedral. The demo uses stencil shadowing and per-pixel lighting to achieve realistic dynamic lighting effects. Bump maps and gloss maps are used to render life-like stone, brick and metal surfaces.
Update: a patch has been added that allows the demo to run on older processors which don't support SSE.
Note: A video card that supports OpenGL vertex and fragment programs is required (Radeon 9500/Geforce FX 5200 or above, and up-to-date drivers).
Note 2: Unless your video card is very good, you'll also want to disable antialiasing.
|This was my final year project at university. It demostrates crowd modelling algorithms and uses a software-rasteriser occlusion culling solution to render the environment. The full paper describing the project is included with the download.|
See the readme for more details.
|Bezier Patch Renderer 1.0|
|This tiny program uses a software renderer to render a bezier patch with a (per-pixel) phong shading model. The user can manipulate the bezier patch interactively by dragging control points. Everything is rendered in real-time, in software, and point-based rendering is supported as an alternative rendering mode. OpenGL is used simply to output the colour buffer to the screen. |
C++ source included.
|Wizard Duel 2 |
|My entry for the Gamedev.net 4 elements 3 contest (came 2nd of 42 entries!). Featuring the elements Earth, Air, Fire and Water, and two Wizards who must battle to the death. This game can be played multiplayer over a LAN or singleplayer against a (reasonably crafty) AI.
Update (release 7): Internet games are now possible by specifying the host IP (see readme.txt)
|Truck Racing |
|Simple 2D truck racing game. Completed as a project for 2D graphics at uni. Featuring several fine examples of programmer's art.|
|Wizard Duel |
|A first-person shooter featuring 4 wizards, each one representing an element
(earth, wind, fire or water). This game can be played
2-player on one machine via a split-screen interface. It
was written in 2 weeks using the Mirage engine, which is
in development. |
entry for the GameDev.net 4
elements contest. (since modified)
|A breakout style game rendered in 3D using the OpenGL API. It features powerups, particle effects, real-time shadows and reflections.|