Demos

JFK - BBEAT, C++ (2004)

This demo won us the first place at inercia'04. Here's some screen-shots from the demo:

Party version download:

This party version has some issues regarding sound transitions, since we were crunching until the very last minute, we didn't get enough time to fix those details. Other issues are related with the need of a recent graphics card and updated software. This demo needs:

  • A graphics card compliant with DirectX 9.0, with support at least for Vertex Shaders 1.1 and Pixel Shaders 2.0, such as an ATI Radeon 9500 or a nVidia GeforceFX 5200.
  • The latest video drivers for your card.
  • The latest DirectX 9.0c runtime.

This demo was developed in C++, using RCmania's Motion Engine as a basis. The development of the hardware renderer, engine adjustments to accommodate the new renderer, and all the effects were done 12 days before the development of the demo started and was tuned until the very last minute. The whole demo was written in 3 days, making a total of 15 days of development. I wish we could have started sooner, but that wasn't possible. I'm pretty happy with what accomplished in such a short time span, but not so happy with the overall result, it needs a lot of polishing, tuning and one or two scenes need to be remade.

We got a first place with this demo, which is cool. I hope to be there next year with another demo, hopefully with a much better demo. I'm right about to start my work on the final version, so any feedback would be greatly appreciated.

Note to myself, 15 days is still not enough.


airbag - polymorphic RGB, Delphi (2001)

This demo won us the first place at inercia'01. Here's some screen-shots from the demo:

Party version download:

To be able to run this demo you only need a nVidia RivaTNT or better, and stable OpenGL drivers.

This demo was developed during the event. I was developing the framework while waiting for our artist to arrive at the party since we only had a slight idea how the demo was supposed to be. Once he arrived we discussed everything, the framework was practically ready, it was small.

The Delphi framework was made from scratch in the party place, it took about 1 or 2 days. The demo was developed in about 8 hours, which is no surprise because the demo is actually very small. The art was created very quickly since our artist was very skilled. I should keep reminding myself how long it takes to make a really good demo, maybe next time.


Old Pascal-Delphi Demos with Source-Code (1998-2002)

In this sub-section I expose some of my old work. Some of the code made back in 1998 using Borland Pascal (dos) was later ported to Borland Delphi (win). The packages include source code and binaries. Click on the images to see a double-sized version:


2D BumpMapper - bump2d.zip 366KB
Uses hyper64 for graphics handling, the code is very simple, the first version was used as an example of a graphical application using hyper32 back in '99.

Malvado - malvado.zip 548KB
The artwork was taken from a game development package called Div Games Studio, it was first created in '99 to demonstrate hyper32's habilities. It was recently converted to hyper64 too.

3D Demo - demo3d.zip 297KB

This demo features my first software rendering engine, written back in '98. Only shows environment mapping although the code exposes flat, gouraud and textured triangles. The original polygon routines were replaced by hyper64's sub-pixel accurate polygon routines.


Terrain Editor - terrain.zip 358KB
Uses two windows, one for the editor using hyper64 and one for the motion3d to display the modified grid using OpenGL. Needs a 16bit desktop.

Triangle Rasterizer - polyraster.zip 233KB
Features flat, gouraud, affine textured and perspective textured triangles... with sub-pixel/texel accuracy. Needs a 32bit desktop and uses hyper64.