Napalm
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Mirror
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64k intro, March 1996. It was *supposed* to be
presented at Mekka,
but there were some problems (I dont even know to this day what
exactly, I wasnt present there), so we released it after party.
Basically, uses same "engine" as Napalm, only in the meantime I managed
to code realtime shadows on Mode7 terrain (fake of course), some
hi-color plasmas,
realtime reflections and (fake again) multi-colored lights. I'm
actually still kinda happy with this one, it was OK for 1996. 100%
assembler. Music by KeyG, player by Robban/Cascada. Uses flat-real mode. |
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The Cube 2
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August 1996, one day(+night)
pre-party production. Before that I've coded
another 4k intro
(Apathy), but
cannot find it anywhere. This is sequel to my first 4k (blame my
imagination). Basically, I put there more than I should (it brought my
486DX2-66 to its knees). It's distorted TV box with Julia fractal on
sides, with
another TV box with Mandelbrot rendered in the mirror. On top of that -
Julia fractal in the background. All rendered in fake hi-color mode (it
scales awfully, hence those weird bands in the snapshots, click for
larget version) and some lens
flares. It was presented at Intel Outside 1996. 100% assembler of
course.
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Baptism of Fire
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64k intro, February 1997. My first
(...and last)
production under Swirl label (basically, it was me & KeyG).
Also, it was the first time I focused on design more then on actual
effects, so not much to write about them... The part that
gave me most troubles was compressing/generationg 3D objects (all are
generated, including the apple). In the meatime we also released
Extermination (under Substance), which won Gravity 1996, but it doesnt
run under DOSBox (luckily, as I'm not too fond of it). Baptism of Fire
took 3rd place at GP 1997. As usually - pure assembler (protected mode
this time). Music by KeyG, PMODE/W by Daredevil & Tran, MXM Player by Pascal/Cubic. |
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Wicked
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MOD/S3M player, holidays of 1997. My
first serious C
application. Can play MOD
and S3M
files, supports Gravis
Ultrasound (best soundcard ever!) only. At that time it had
really good (IMHO) sound quality, supported most of the effects, even
the exotic ones. IIRC it didnt support only glissando and invert loop.
Interface is a tribute to my favourite player - Inertia.
It's my only production from this period that I still have source code
for. Sometimes it makes me laugh - I've been learning C from other
source codes, without access to the Internet, so often I'd reimplement
functions that could be found in the language, like ChrUpr. It also had
funny feature of recognizing Polish composers (as you can see in the
second snapshot, when playing XTD's Far Away). It was easier for me to launch it under DOSBox than to compile it, even having all the sources... So much about C portability. I do use some weird functions, tho (it was built under WATCOM) like _dos_setvect for timer IRQ, UI is drawn by writing directly to 0xB8000 (good times...) and so on. |
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Empathy
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Empathy is a demo/game engine for
GameBoy Advance.
Coded in C++ with tiny bits of assembler, somwhen in 2002 I think. It's
actually one of the projects that got me my first industry job. It had
all the usual stuff you'd expect like wrappers over GBA hardware,
sprite memory manager, efficient fixed point class + vector math
classes, 3D engine.
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Java applets
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Some simple graphics effects in Java
(hosted at my old server, may work slow and/or doesnt load at all): In 2001 I took part in CFXWeb.net (now defunct programmer's portal) Java Applet Coding Contest (theme: light rays). My entry took 3rd place (get source code if you're interested). | ||||||||