This page contains my most interesting 3D graphics or any game development related projects.
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Multi Script A simple test library that unifies C++ side interface to various scripting languages. Demonstrates scripting language independent integration of the global functions and classes for ocaml, lua, squirrel and game monkey.
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De Blob I'm working for THQ (Blue Tongue) on a game called De Blob (Wii exclusive title).
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Crazy Cars Car game developed by a small team of developers with myself being a lead.
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Gears Of War PC I've been working for about half a year at People Can Fly along with guys from Epic Games on Gears Of War PC version.
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Untitled mysterious game I was working at People Can Fly for over a year on an untitled project developed for THQ. The game's target platforms were XBox 360 and Playstation 3.
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Magic Particle System This is an under-development particle system middleware that's I'm working on in free time.
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The Key Game The game based on Commodore 64's Bride Of Frankenstein. Developed for fun in free time.
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Robust Multi Level Reflections Co-author of 'More OpenGL Game Programming' book - one chapter covering 'Robust Multi Level Reflections' topic.
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Robust Multi Level Reflections - The Demo Demo application to accompany chapter of a book mentioned above.
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Deferred Shading Demo 2 This demo is an improved version of my previous deferred shading demo. Soft shadows, glow and depth-of-field effects were added.
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Deferred Shading Demo This demo implements 5 different deferred shading data storage schemas. Requires card capable of using MRT and Pixel Shader 2.0 (e.g. GeForce 6 class cards) Uses Direct3D 9, Written in C++, developed under MSVS 7.0, well documented.
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Underwater caustics using backward beam tracing Included demo (C++, OpenGL) and presentation (polish only). Based on papers by Mark Watt from SIGGRAPH'90, including my own implementation for flat bottom case only. This was my master degree, first presentation.
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Santa Claus screensaver Simple, but funny screensaver for Christmas. Written in C++. Uses OpenGL.
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Master 3d graphics engine Complex game engine. Supports multiple model formats like md2, md3, Quake 3 bsp, my own map format (bsp + portals + sectors) and more... I gave up works on it when I begun to work on our new Monster Game Engine.
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Loose Binary Space Partition (BSP) Tree generator Written in Moscow ML as a semestry project for functional programming. Given an ASE file and some parameters, produces loose bsp tree. Trees created by this program do not require splitting any single face.
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Lol 3d graphics engine Written in C++, using OpenGL library. Features mutli-level mirrors, bsp trees for collisions, portals and sectors for visibility determination, demo recording option and much more... It also has quake style, nice console to interact with.
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:: some really old demos written in Turbo Pascal :-)
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Weird traffic simulation ;-) Up to 255 cars driving around... Models created using my own 3d models editor.
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Sokoban in 3d Trees, bees and viking pushing box. Using my own depth incorrect texture mapping routines.
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Fractals demonstration Demonstration of few fractals including 3d trees and Mandelbrot fractal.
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Wolftris Yet another tetris conversion in Wolfenstein's style.
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3d models editor 3d editor for models with 3d cursor! It allowed me to make simple animations too.
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Labirynth My first 3d hmm.....3d something;-) In fact this is PC remake of some labirynth game from Commodore 64.
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