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Graphics and DirectX Demos
This is the place for the games and demos that I make for fun, as a hobby. Right now there are only a few small demos, but I hope there will be more soon.
This is a software renderer that I wrote as an exercise. The complete rendering pipeline is implemented in software, from transformation and clipping of the vertices to the rasterization of triangles. So far only flat shading is implemented, but I plan to add further shading algorithms. To correctly display overlapping triangles a z-buufer algorithm was implemented. The first demo (Rasterizer.exe) displays three intersecting and rotating triangles to show the z-buffer with prestepping. Currently I'm using the DirectX version of the TinyPTC library, so you will need to install DirectX 9 to be able to run the demos. The second demo (Renderer.exe) shows a spinning cube that demonstrates the full rendering pipeline that has been implemented so far.
This is the final demo that I made for the GameVersity (www.gameversity.com) course 'Direct3D 9 Graphics Programming' offered by Stefan Zerbst. You are a wizard cast onto a lone island, where the only creatures you can hunt with your fireball are some birds. The demo includes day/night changes, rain, walking/swimming, collision detection and patch rendering of the terrain. The demo uses the sipogen engine (c) by Stefan Zerbst developed for the course.
This is another use of the sipogen engine. I have implemented a maze creation class and added a colourful cube as the goal that the player can find in the maze. This is intended as a base for a small maze game I'm planning. It too uses the sipogen engine (c) by Stefan Zerbst.
Cave Terrain Demo
This demo is an enhancement of the Terrain Demo provided by the GameInstitute (www.gameinstitute.com) course 'Graphics Programmming with DirectX 9' by Garry Simmons and Adam Hoult. I have basically added an inverted terrain for the cave ceiling.
Zero Gravity Pool (Version 0.2)
A small DirectX Demo that I've written from scratch. It includes the tesselation of the sphere and the creation of the cubes that are used for the pool table. It also includes some very primitive ;) 2D collision detection for the balls. The Lighting is done using DirectX vertex lighting.