GLSL Life

6 06 2011

An implementation of Conway’s game of life running on the GPU. Initially written as a hello world GLSL/FBO exercise, extensive gold plating and polishing turned it into a more complete application.





Chordinator App

6 02 2011

Chordinator was written in order to help improve my understanding of music theory. Most of the features can already be found online at various sites such as looknohands.com but I’ve also added a triads in scale feature amongst other things and the offline application format may appeal to some.





Light Sequencer Device

13 06 2010

Light Sequencer Device is an experimental realtime graphics visualization tool. Press <i> for help or <enter> to go into edit mode.

Developed using Blitzmax,minib3d & raw opengl. It makes extensive use of feedback effects. Minimum requirements – Dark room, 8 ft x 6 ft screen

Light Sequencer Device Version 0.95

More info here.





Oddball

5 06 2010

An experimental 3D game where you get to explore a strange abstract world. No real game objective as yet but the landscape and physics shows promise. Idea based on a game I wrote a loooong time ago for the C64 called RED LED.

Written using Blitz3D and the tokamak physics engine.

Version 0.02 pre-alpha concept version.

Click here for more info.





Graviton

5 06 2010

A retro 2D scrolling shoot ’em up game. What you get when you cross elements from Bosconian, Gravitar and Asteroids. Written with Blitz3D.

Version 0.10 Playable alpha version with 11 levels. 95% finished.

Click here for more info.





Qubes

5 06 2010

An original game concept where the object is to clear each level of all the Qubes within a set time. Qubes can be dissolved by bringing them in contact with the floor or by using various powerups which appear during the game. Basically, knock everything over as quickly as possible.

It was written using Blitz3D and the tokamak physics engine.

Status – Complete apart from sound effects.

Version 0.07

Click here for more info.





Kaleido

3 06 2010

Kaleido was my first attempt at visual experimentation software. Its realtime display is generated procedurally using similar techniques seen in many demoscene programs. I used only Blitzmax and its 2D library, no shaders or modern GPU trickery employed so it should even work on fairly modest hardware.

Kaleido Version 0.16

Only tested on Windows XP so I don’t know if Vista or Windows 7 are compatible.
Press ‘H’ for instructions.





3DGo

2 06 2010

3DGo was my first foray into 3D graphics programming back in 2005. The aim was to create a client for the board game Go that distinguished itself from the myriad of 2D versions out there already. Features were to include human vs human, server play and local file playback.

Got a 60% complete working prototype done in Blitz3D before I realised I really needed a language that supported a mature GUI framework as I was writing my own from scratch. Decided to wait until Blitzmax was 3D capable before picking it up again as this also provided more cross platform coverage – Linux, Mac & Windows.

For avatar placeholders I ended up using Beethoven and Yoda. Not sure which one would win in a real game.