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Some of the pieces here are featured on the BGTRAX site There are even more (and better ;) at the AlteredPerception site "Welcome the Morning Mist" - this is a piece I wrote in the summer of 1999, a sampled drum loop, and a relaxing effect above it "Floating Sands" - this one is from the begining of 1999; I was just experimenting with Orangator 2.0, and here's the result - I don't know how to describe it, perhaps some kind of trance? There's a moral here: Don't be afraid to experiment! ;) "He Knows" - yet another experiment, this time with Impulse Tracker; I was so fascinated with StereoMan's works, that i decided to start writing music only on IT.This is one of the results - I tried to compose my own drums and it's not too bad - some kind of airy drum'n'bass. BTW - I never really got into IT - I'm still a hard core FT2 fan! ;) "Open Space" - when I started this piece, I wanted to write something dark and hollow, well - it was never like "Portishead" or "Tricky", but it's OK, I think ;) "Up the Alley, Down the Hill"" - another experiment with a new sampling program, and this time it's AudioMulch. Its a quite good progie - too sad I probably will never have time to experiment with it more.The piece it self is a simple techno...to my utter disdain ;) Some programs with source code, that i wrote and think may be of use for someone out there...:) "voxel scape" - HA! This must be a joke! ;) but no - really it is some attempt to write a voxels scape, based largely on Andre Lamothe's code. I've included his code in this zip also, as well as all the attempts to acomplish the task - as it was some time ago and I'm not sure which is the final(if there's is a final :( Gosh, should I really release this crap??? "wolfenstein(doom) engine" - well...hmm...you know..it's not really...but then again...;).Yes it's an attempt to write a doom-like engine, and it works! it draws the walls, you can even walk inside of it!No texturemapping(too lazy to do it), no fish-eye-effect correction( didn't quite understand how to do it), movement sucks(well...hmmm..do your own? :P. It's just an experiment and I'm not afraid to experiment. Use at your own risk :).I've also included some sources that helped me realize what was happening.The sources are from Telemachos of HASH and some dude called Steven H Don. Also some ideas from Ack3d's notes and Andre Lamothe's book were used.Thanx :) Hmm..if something here violates somebody's right please let me know, so I get it fixed. "3d engine implemented with DirectDraw" - yes it's something I wanted to do for a long time - a 3d engine! What it has?It's quite simple - implemented are rotating objects in 3d, my own line drawing algoritm (based on Brezenhaim's), flat poligon filling, simple Lambert shading, Gouraud shading, texture mapping...and I'm very proud of it! It's fully unoptimized - uses floats everywhere, sin/cos could've been precalculated, structures look quite strange too - but it's great for learning, in my opinion, as it concentrates on the algoritms.Its could also be an example in programing for DirectDraw, although some bugs still appear now and then...If you're a newbie - grab it, if you're experienced - don't laugh :) "Rotating objects in 3d for windows" - this is the predescesor to my dx2 project - I just was experimenting with rotating objects and only had Visual C++, so I had to do it with the basic CDC.The interesting part of it is that everything interesting is done in a thread which gets a handle to the main window DC and draws onto it. No checking is made whatsoever, so it could be dangerous for your system if you try to resize or move the app window.You've been warned! ;) Still, it could be a nice example in programming for windows, I think :) "OpenGL scape with 3DStudio models" - this my attempt to do smth with OpenGL. It could be interesting for someone who's starting with it too. There's some code to load 3DStudio .asc files that was originally written by Zach Mortensen [Voltaire/OTM], so lotsa greets go to him :))). I guess you should also download the textures used and maybe some OpenGL libs |