Archive | KB | Description | Date |
src: lab3d.zip
exe: lab3ddem.zip |
125
187 |
My 3-D engine resembling the great Wolfenstain
3-D game. My engine is much cooler now. All sources and data
files. If compiled by yourself engine does not work fine (walls textured
badly) download the bp7_tpl.zip archive
Features: - Same height orthogonal walls
|
15.11.98 |
Archive | KB | Description | Date |
src: tmap.zip
exe: tmapdem.zip |
24
20 |
My demo about perfect texture mapping. It shows some
diferrent algorithms of the perfect texture mapping. I mean optimized algorithms.
It looks like rotating cube. All sources and data files are available.
FREE OF BUGS NOW!
Features: - Texture mapping method choosing
|
6.06.99 |
Archive | KB | Description | Date |
src: pmood.zip
exe: pmooddem.zip src: cmood.zip exe: cmooddem.zip dos4gw.zip |
80
152 35 107 144 |
This is my first true 3d engine. It looks like the great
Doom game and has some benefits over the Doom. See features.This
engine was written in Borland Pascal v7.0 and Turbo Assembler v3.2. Don't
laugh! That's true. Not only C programmers can program cool 3d engines
and games. This engine doesn't use BSP trees. It uses simple portal rendering.
Features of Pascal version: - Convex rooms with different height of floors and ceilings
(windows, stairs)
Features that differs in C version: - No Z-Buffer rendering (I've not found a bug yet)
|
7.09.99 |
Archive | KB | Description | Date |
src: zbuf.zip
exe: zbufdem.zip |
12
103 |
It draws one/two texturemapped spinning cubes at the screen. In fact, it's a demo of perspective correct texturemapping (with two divides per pixel) and Z-buffer algorythm. All source and data files. There is the old algorithm of my own. Don't mail me about that. | 15.11.98 |
Archive | KB | Description | Date |
pyramide.zip | 70 | It's a spinning pyramid demo. In fact, this demo shows advantages of an universal texture mapper that expects only 3d coordinates of vertices and appropriate U and V coordinates in the texture image. Btw, it's also an ultrafast texturemapper. For more info on the subject, refer to PCGPE II texturemapping artice by Mark Feldman and article about texturemapping by Mikael Kalms. | 28.03.00 |