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, […]

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 […]

Texture Generation V1.0

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" […]

High Static Range

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. […]

Picture Tube

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 […]

Blit Tech (via software engine)

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 (02)

Here we have another nice collection of textures (always of my own creation) that you can safely use in your web production, software, and so on. If you intend to use my work you could write me an email and let me know or replicate this same post or quote me in what you have […]

TexAviTure v0.05 Beta

For the delight of many graphicians and web masters I've released my old (and unpublished) utility for generating procedural animated textures which can loop in all directions and also in a time period without causing side effects or shots. The program is in a very early beta version and it can support only perlin noise  […]

Super Ball Smasher

Rilasciato finalmente in versione completa questo clone di Pang che ho programmato qualche tempo fa. Potrete usufruire di 50 stages distribuiti in 5 livelli di gioco con ambientazioni a tema e musiche suggestive create appositamente per immergere il giocatore nel clima del livello senza degenerare nel fastidio della ripetitività. Il concept, la grafica e la musica sono totalmente originali e […]

Textures (01)

I added some textures made by me some years ago. To create them I have used my old software for creating procedural textures that was called Virtual Surface. I never completed it in the past for lack of time and interest. Perhaps this project will be reborn in the future with a totally new concept […]

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