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Registered Member #1739
Joined: Fri Oct 03 2008, 10:05AM
Location: Moscow, Russia
Posts: 261
Well, just recalled I didn't post this one here. The thingie I call the warpdrive simulator, actiually a nice little exe drawing an infinite tunnel. No trojans etc, no need to even bother checking for ones - I wrote this one from scratch (VB6 lol). Requires a DX7 full hardware support (doubt anyone has no, still mentioned however). Don't forget to try holding spacebar in-flight - makes really spooky things. If anyone won't figure that out, ESC ends the program :) The tunnel model is generated randomly on each startup. Screenshot
Registered Member #152
Joined: Sun Feb 12 2006, 03:36PM
Location: Czech Rep.
Posts: 3384
I liked it :)
I also used to make graphics rendering programs in Pascal programming language, for fun. I even made a program which displayed a random rotating 3D Lissajous curve, using just a basic 2D library ("VESA")...
Registered Member #1225
Joined: Sat Jan 12 2008, 01:24AM
Location: Beaumont, Texas, USA
Posts: 2253
Well, here is a trippy video from youtube: That is very addictive(at least t to me). I couldn't stop watching it! At 13 seconds it seems like something has gone horribly wrong :P. I watched it like 200 time in two days.
Registered Member #1739
Joined: Fri Oct 03 2008, 10:05AM
Location: Moscow, Russia
Posts: 261
Dr. Kilovolt wrote ...
I liked it :)
I also used to make graphics rendering programs in Pascal programming language, for fun. I even made a program which displayed a random rotating 3D Lissajous curve, using just a basic 2D library ("VESA")...
Heh, same here, but on QB4.5 :D Best ones were animated deformable 3D surfaces (wireframes of course), a small attempt on a flightsim (made no input - so steering was just a random sine-based function - but it used an "infinite" surface with the startup generation routine pretty alike to the one used here) and a vertex shader attempt - you could position a wireframe surface, then upon a key press it was rendered as a solid plane split in 256 projected squares and a light tracer routine was calculating lighting for each one casted by two lightsources along with speculars, while the palette set function was modifying the palette so it looked like an actual realtime per-face lighting, excepting the surface remaining static to the camera. Bad I lost all my old sources, however will recode some just for fun - made a remake of that flightsim already - this time on VB with pure GDI - was called to the office for some maintanence and had a lot of free time there.
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