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IOTD
about .md3 bumps at flipcode.
.md3 model with diffuse and
specular
bump passes.
.md3 model
without
and
with
normal map.
Bitterman
texture
and
normal mapped texture
.
Morph animation (tested with .md3 models):
Visor
,
Xaero
Very simple
particle system
.
Stencil
shadows
.
FFT water displaced with the
choppy waves
algorithm.
Water generated from the Phillips spectrum (based on statistical data) using
FFT
.
Water animated with the
Gerstner
waves algorithm.
Water generated with the algorithm from SGI's
Newave
demo.
Water using the algorithm described by
Gomez
in "Game Programming Gems".
IOTD
about water at flipcode.
Textured
terrain.
Terrain from an image
heightmap
, using
fault formation
,
midpoint displacement
and
particle deposition
.
A quick per pixel
attenuation
test.
A
quad
damage like vertex shader
A
toon
shader
The same
boat
as below but with textures and transparency
A
boat
animation (the anims were done by
Tobias Mayr
)
Ship with
jumping sails
A first test with
DirectX tigers
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