Simple attractor generator. Points generated using CUDA. Rendering - realtime, with OpenGL 3.2.
Monday, 13 December 2010
Procedural planet renderer
My thesis. Terrain generated on GPU (CUDA) using diamond-square algorithm. Rendering - OpenGL 3.2. Procedural texturing.
It works realtime.
I added bump mapping and simple water. I want to change few algorithms to increase the speed of generating terrain and the size of each LOD. Parts of terrain should be generated in smaller groups. Current version:
requires few fixes to generate terrain realtime.
It works realtime.
I added bump mapping and simple water. I want to change few algorithms to increase the speed of generating terrain and the size of each LOD. Parts of terrain should be generated in smaller groups. Current version:
requires few fixes to generate terrain realtime.
Dark Radiant maps converter and renderer
Simple tool to load compiled maps created by using Dark Radiant. Is possible to display geometry (not entities), normals and texture coordinates.
Rendering - OpenGL + simple "water" shader.
Rendering - OpenGL + simple "water" shader.
1st game
My first game in OpenGL, created more than 2 years ago. The shadow under the car looks ugly but... it extists. Model of the car created manually.
Procedural trees
Procedural trees generator and renderer. OpenGL, WinAPI, simple shaders, VBO. Is possible to save/load files with parameters.
Wednesday, 1 December 2010
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