some recent projects of mine:
phLab6D -
a map-viewer for Ken Silverman's game Ken's Labyrinth.
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The MT Suite => old demos with multi-threading, so that they execute faster on multi-core CPUs Included are heightmap and voxel renderers. Make sure to get VXL files for running the voxel renderers. One possibility for obtaining VXL files is the following:
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PH6DOF: 6 degree of freedom voxel engine -
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Added some new features to ph6dof:
download (~432 KB) (21.12.2006)
Also included is a somewhat faster ("grid-exact sampling") height interpolating version. Be sure to put your height-/colormaps c1.jpg and h1.jpg, respectively, and a skytexture named toonsky.jpg into the same directory - just reuse the files that I include in most of my other ph6dof-downloads (also needs SDL.dll and SDL_image.dll).
download (~195 KB) (23.5.2007) The heightmap-raycaster now features focus-based
depth-of-field blur effects and height- and colorinterpolation. The
vertical ray coherence (vrc) - style renderer now uses
backward-projection which results in a higher framerate when looking
towards the horizon without the need for lower levels of detail!!! |
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Wrote a 6DOF software-scanline renderer in the summer holidays
(2007). The design of how the terrain-data is transformed and how the
vertices are then connected is inspired by the floating horizon
algorithm. The algorithm was quite often used for 4DOF rendering back
in the "old days" ;-)
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I heavily rely on GTK (Win32 runtime- and development environments), SDL and SDL_image.
Use the programs and the
sources that are available on this site (and the "subsites")
at your own risk - I am not responsible for any harm they may
cause!
Site maintained by Peter Houska, Copyright 2005