OutVideoWork – Work in progress

This application is designed for creating professional visual effects and for non-linear video montage. It will make use of ffmpeg library for the video part and my framework for graphics part, in particular the chance of programming effects with GPU shaders, creating animations with the advanced animation system or ray-tracing rendering.

ShaderMind – Work in progress

ShaderMind will be designed for the automatic creation of shaders compatible with shadertoy and other environment. It will be possible to copy & paste shaders from shadertoy (or others) and see them work on ShaderMind application in no time, so the new shaders can be saved for the future and re-used for other projects. In […]

MultiEdge Paint – Work in progress

MultiEdge Paint will be a professional software to paint artistic images and for seamless textures generation. It will make use of generative AI to create new images or modify existing images, with the latest features like txt-to-img, inpainting and outpainting, with the chance to setup the environment locally (not a remote service, it will require […]

IdealMind – Work in progress

Originally TextureMind Framework IDE, IdealMind is designed to manage resources (like textures, materials, 3D models) and to create applications with TextureMind Framework's functionalities. The term "Ideal" stands for: Integrated Development Environment Application Level, but it's also nice to associate it with the word "Mind", which is part of the TextureMind logo. With IdealMind, it will […]

TextureMind Framework – Progress #20 – GUI is complete!

It's done! Taking advantage of the extra time I have now, I finished the GUI associated with my TextureMind framework. Compared to the previous update, I added Frame Windows, Tree Views, Tab Strips, Tool Bars and Docking Layouts.  I fixed lot of bugs, improved the management of resources and events, optimized the algorithms to draw […]

TextureMind Framework – Progress #19 – ListViews, Menus and ComboBoxes

I recently focused my efforts on the development of some widgets for displaying lists of items, in particular: listviews, menus and combo boxes. Listviews are optimized to handle hundreds of thousands of items without causing the application to slow down too much. Listviews can be configured to draw colors corresponding to different events, such as […]

PC Breathless Demo #1

I'm glad to release the first demo of PC Breathless that you can try on your own PC desktop or laptop. The minimum requirements are Windows, GPU card and Vulkan libraries installed. You can turn around your view with the mouse and set forward with the up/down cursors, eventually go up and down with the […]

Old framework’s GUI

This demo shows up the GUI system of my old project "Unrelated Framework". This GUI has been programmed from scratch and makes use of both via software and GPU rendering. In this case, the demo makes use of OpenGL for the rendering. The GUI implements the most important widgets, like buttons, text boxes, form windows, […]

Frame rate adaptation with linear interpolation

When you create a game, you need to consider the target framerate of your application: it will affect the entire dynamic of the physics engine and all the choices that will make the game playable. However, given the big heterogeneity of modern graphics cards with different types of monitors, the target frame rate may not […]

Tetris solver V1.0

If you like tetris, you are going to enjoy this demo. Basically, it is a bot to solve tetris that I programmed many years ago. In this case, the only technique considered by the AI to put pieces into the line is the "hard drop", so horizonal movers and T.spin are not supported. You can […]

Old isometric engine

This is an old demo that I created in the past during the development of an isometric engine for a PC porting of the snes game Equinox. The project was commissioned to me by a person that wanted to port this particular game to the pc world and then he abandoned it for lack of […]

TextureMind Framework – Progress #18 – AnsiC Parser

A new AnsiC parser was born inside TextureMind Framework. I'm programming this parser from scratch, starting to implement all the standard ISO C89 features. Most importantly, the parser is designed for being extended to any other language, formal and not formal, which is the main reason why I didn't use another existing and well proven […]

Future plans for TextureMind Framework and satellite projects

I'm very excited to announce all the future plans for TextureMind Framework. First of all, let me tell you that I'm focusing all my energy on the development of the framework. I continued to develop for months now, without stopping. I'm trying to keep it consistent and reach important targets in no time. In the […]

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