H.E.Art - Demo. Abort 2000
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A small demo, done in a really hurry, just for fun, bad code, fast design. Tnx to Dixie,Junta and PaN for the soundtrack , piccies and addiCtional codes. It won Abort 2000 demo competition. Features OpenGL scenes, ESTIKA(r) Realtime Raytracing engine, an old school end scroller and some funky bits. Note: during the making of this demo no fancy hardware card features where harmed, neither used. Pouet Download SK Site Download |
UMine HitsTro - SomeTro.
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This was done just to celebrate the first 1000 hits on Underground Mine knowledge center.
Just a mess of scrolltext and a bouncing ball realtime reflected on a rippled surface. (Thanks to Shadow)
A slow Pentium and normal xcellerated card should be enough for this.
SK Site Download (tnx Al) |
Radial Blur tut.
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I like NeHe's site, and Jeff is gettin' every day the most famous guy for us OGL nerds.
So I've choosen it was a good day to contribute to the site.
This tutorial took a really short time to code, one hour to comment, and Jeff spent the next week to correct my errors and to make the messy code understandable.
Tnx NeHe.
Note: during the making of this tutorial no fancy hardware card features where harmed, neither used.
Neon Helium Web Site |
Low Artistic Contents.
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I've been "painting" since late '80s (painting on C=64 with Doodle3d or Geos using Joystick was a real pain, but I was too lame to have a mouse), fortunately the oldest works gone lost. But I've been able to find some of my latest pictures. If you care about giving 'em a look just click here and feel your retinal annoyance. Note : Mine pics are "pixeled", this means every picture is drawn pixel by pixel in the real scene style. Only using the mouse. Keep in mind that the good old DPaint had no layers or superkewl filters. |
SK user unfriendly GUI. [Updated 26-May-2002]
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This is just a shoot of my actual project (with the texture gen scripting and the engine itself). It's just a "friendly to add to your code" GUI, to let other SK brothers to play with the params of mine code. I think it's a good GUI, it has (now) all the features U can find in a normal Doze window, plus some fancy skinning options. Of course it runs in front of our 3D engine. Right now it's a .lib, maybe one day I'll release the messy sourcecode. |
Rendering Clusters for Clouds [12-Jan-2002].
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Me and Wiss had a nice talk few days ago on photorealistic rendering of terrains,trees and the usual
garbage u can find in nature. My single neural brain started writing down a bunch of matrix/vector math
and this thing came out (sorry for the idiot shape, but it's only a test, volume shadow and wind influence are planned). Lot of space for (needed) improvements. As usual it runs fine on a P3-300 + g400 card, plain vanilla OpenGL used. [12-01-2002] - Done volmetric shadows (must improve them ,but they work). See it running and let me know. |
Scripting Language [14-Feb-2002].
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Some time ago I met GioFX, the one who does that nice screensaver (www.giofx.com), and he was looking for a scripting language for his engine. The temptation was so big, so I've started writing my version. And this is the result.
Object loading,creation, light paths + automatically occluded flares, soft volumetric shadows, some math generated objects, data unpacking, audio stream replay, texture creation/loading, and some more usefull stuff all done by the scripting engine.
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PK is Dead [Mekka2002 Intro].
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Just a little 64kbyte intro done in a hurry for Mekka 2002. It got 4th place. Plain OpenGL 1.1 used. Code by rIO, PaN and Wiss, music by Dixan, some visuals from P.K.Dick.
Thanks for voting this, thanks for being at Mekka 2002, we had lottsa fun.
Pouet Download. SK Download. |
Spherical Harmonis Source. [26 - May - 2002]
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This is my crappy pepperoni source code, the result is shown somewhere on the left.
Get it, use it and do whatever you want with it, I just hope u enjoy theese few C lines.
If you like this code then it was made by rIO^sK.
If you find this code too much crappy, than I don't know who made it.
Spherical Harmonics sources |
Radial Blur Class Sources [30 - August - 2002].
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Yesterday night I was talking with a guy on #OpenGL and (again) he was asking me how to do render to a texture in OpenGL. I've already done a tutorial on NeHe site(keep up the good work dude!),
but I spent gladly some minutes writing a class like "Render To textures for Dummies". Hope you enjoy this small piece of code.
P.S: Packed in the zip file there is also the modified version of the Tutorial 36, so that it works with the CRenderToTexture class.
Render To Texture Class sources + NeHe Lesson36 Neon Helium Web Site (here you'll find the original tutorial) |
Flares + Occlusion test [02 - October - 2003].
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NeHe posted recently a tutorial on rendering lens flares (no, not the scene way ;D ) loading 'em form BMP files.
Anyway, it was long I wanted to write a tutorial on thi subject and Vic Hollis has been faster than me. Nice work hollis. The thing he didn't is to put an occlusino test to that tutorial, so I wrote a small modified version of that tutorial, to make it test the flare against occluded object,and sent it to NeHe. "Unfortunately" someone else already did a NV_OCCLUSION_QUERY version of the tutorial, so mine was obsolete. Anyway, my pure OpenGL1.1 occlusion test implementation is here, free to download if someone care !
OGL1.1 Occlusion test + NeHe Lesson44 Neon Helium Web Site (here you'll find the original tutorial) |
FSOUND Spectrum Analyzer [20 - October - 2003].
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I've done a small spectrum analyzer example, base on the FMOD sound system. It uses a single simple class to load, play and analyze the music. Of course it's open source, hope you enjoy it. It uses a great MP3 from Firestorm (My advice is to dload the complete version to listen to that great piece of music). Complete version. Version without the MP3. |