This application was created with the aim of generating an animated scene where the frames are always the same. Each frame is associated with a number, so it is possible to capture individual frames and compare them, to see if there are any differences if the frames were manipulated by a second application, such as […]
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 […]
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, […]
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 […]
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 […]
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 […]
This project is about the porting of Amiga Breathless for PC with modern GPU hardware. If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated. Downloads Demo #1 This is the first demo of Breathless for PC. […]
This is an attempt to port the famous Super Mario Bros for NES to Amstrad CPC 464. It has been programmed by me in C89 and Z80 assembly. The current status of the project is blocked but not abandoned. I started this project in 2015 but I never had time to continue it because of […]
In general, interpolation is a method used to construct a range of values from a set of data points. In digital image computing there are several methods of interpolation to improve the aspect of a transformed image but there is a problem: all of them are too slow to work via software in real time. […]
This time it was a little bit harder. As you can see in this video, my engine can generate in real time very complex textures with the maximum detail at the maximum speed possible. Each texture is generated in real time at the frame rate showed on the top-left corner of the window (the "generation" […]
This demo shows a new feature about the texture generation engine implemented in my Unrelated Framework. The normalmap used by bump mapping is calculated on the base of an heightmap generated with two different methods: Low Static Range and High Static Range. The enviroment bump mapping shows the difference in quality between the two ranges. […]
This is a demo about drawing loop textures with a picture tube technique. The blit functions of my engine can write an alpha source image to a destination buffer preserving the alpha channel information. This technique is useful to design alpha textures and to make some background effect as shown in the picture. ©2008 Gianpaolo […]
Finally I've released what I hope will be the first in a long series of demonstrations about the potentiality of my Unrelated Framework. This demo shows some graphic effects to demonstrate the enormous flexibility of the blit engine. Strictly coded via software, it can run on lowend configurations with an excellent frame rate. There is […]
Textures of natural surface like ice or lava in bmp format, 128x128. They don't contain realistic elements and have been designed for platform3d or arcade with essential graphics. ©2008 Gianpaolo Ingegneri