gallery
programming | gimp
unfortunately, my painting and drawing efforts have ceased after high school.
but then again, nothing can beat the elegance and beauty of c++, right?
most of my projects had (and still have) to suffer from my well-known
inability to finish anything once it's beyond the fascinating
i-really-want-to-get-this-to-work-thing. on the other hand,
that might be the sign of an everchanging mind and genius,
don't you think? i'll never lose hope.
mandeljulia
c++, win32
2003
win32 executable
vc++ source code
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i wrote this
mandelbrot/julia explorer for a class at university, and i think it's a
fun toy to play with. the mandelbrot and julia sets are fractals based on the
feedback function x = x² + c. the mandelbrot set is
a map of all julia sets. by dragging the mouse over the mandelbrot image,
one can examine the corresponding julia set that is rendered in realtime.
it's a win32 application written in visual c++ 6, using an optimized
3dnow version that renders two pixels at once (only available on amd athlon).
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ray
c++, linux
2002
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during a
graphics class at university i re-discovered my love for raytracing,
and now i should have the mathematical and
theoretical background to make it work. as of today,
it only renders reflective, colored spheres, but i'm looking forward
to adding plane and polygon support as well as textures soon.
[update: well, all good things take some time.]
the pic on the right
is showing some csg, shadows, and minor reflections - it took about four seconds to render on my
athlon 600 (640x400x32).
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conactivity
c++, linux
2001
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though university had somewhat weakened my self-educating spirit,
this project i did together with three other guys
(doron,
stefan,
daniel)
for a class at university put me "on spot" again.
it's based on the popular board game activity (nobody's sued us
yet), but can (only) be played on the network with audio and video
broadcast. it was a big project that got pretty mature in the end,
though the gfx are a bit on the simple side. its infrastructure
is rather complex, with a multithreaded gameserver and an audio/video mcu
(multipoint control unit) being connected to several qt-based
clients. the game server was based on the excellent ace toolkit
(adaptive communication environment), all audio and video stuff
was done with hacked programs based on openh323 (openmcu, openphone).
for compiling you need: luck,
ace,
openh323,
qt2,
and luck again. don't forget to buy coffee because ace and openh323 alone
take at least 1.5 hours to compile.
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fba
pascal, win32
1997-98
source:
main,
assembler,
complete (zipped),
binary (zipped)
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for my final exams in 1998 i wrote this image manipulation program
(no pun intended, gimp!) in turbo pascal for windows. for the
32-bit-parts i had to use turbo assembler because tpw is, well,
16 bit only. it offered input and output filters for bitmap, targa
and zsoft pcx, each of them causing severe headache when being
transformed into a uniform internal representation. it also allowed
the user to scale, sharpen and soften the image.
probably still my most polished program (because i had to) at about
4000 lines of code. before executing it you probably need the
borland windows custom controls, contact me if you don't have them
and really want to see this thingie in action. or you take
a look at this screenshot
(don't mind the german text).
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3d
c++, dos (djgpp)
1997
source:
main,
vector,
rasterizer,
complete (zipped)
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still during high school, i wrote this mini-3d-engine to learn more
about c++ and graphics programming. it's object oriented and
offers wireframe, flat and gouraud shading models. once again,
the crucial parts are done in assembler, though the djgpp compiler
(aka gcc) did a much better job at optimizing than borland's pascal
compiler collection.
everything is done in integers using a fixed point notation.
i actually wrote some comments (no idea how this
could happen). once again no binary, it probably wouldn't work
on today's operating systems either (32-bit dos protected mode,
vesa 2.0 linear framebuffer).
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modplay
pascal, dos
1995
source
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during high school, i wrote a player for amiga mods (multitracked sound format based on samples)
using borland turbo pascal 6.0. it's about 2000 lines of code and
uses lots of assembler (hey, it came close to 22 khz on a 386sx20).
looking at this code today i must confess it isn't written in a
particularly clever way, but it works.
because i did some direct soundblaster and dma programming chances are
that it won't work on your pc, let alone compile on anything
else than tp6 or bp7. that's pretty sad because it worked and
had a nice real-time oscilloscope. of course no special effects were
implemented (echo, flanger, ...), since i was perfectly happy that
this thing was running anyway.
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