Paratrooper, a playable DOS game in a fragment shader. You can find (the full source of) the fragment shader here: https://www.shadertoy.com/view/XsyfD3.
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. After writing my first iPhone app some time ago (see: Navier Stokes: iPhone vs iPad), last week I wrote another one.
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. At Infi we have something similar to Google’s 20 Percent Factor. If you have a great idea or something you want to know more
This (old) post originally appeared on the website of Infi, the company I co-founded in 2003. Every two weeks, one of us gives a talk to the other employees here at Infi. The subject of these talks are mostly related
After spending most of my free time last year writing a raytracer, I’ve finally finished another OpenGL demo. This demo loads a Doom-3 level (using the .proc format) and renders the level using portal-based visibility culling. I use the OpenGL Shading
This demo uses verlet integration to simulate the physics of grass. The grass reacts to wind and the movement of the camera. Walk backwards, and watch the bending grass. Impostors are used to render trees and grass in realtime. Download
Experiment with impostors. Impostors are used to render a forest of 50.000 trees in realtime. Download impostors.zip
I think that I’ve figured out how the .cm files in Doom III are used for collision detection. In the .cm files the nodes discribing a tree are saved in the following format: ( 0 320 ) ( 1 -1351.9996337891
This demo shows the following techniques: procedural moving clouds animated skydome with sun and stars stencil shadows very simple terrain engine Download world.zip.