Real-time graphics effects (pre 1999)
Most of this programs were written in x86 assembly language under DOS. I sometimes had to reboot 30 times to find a bug, but assembler programming was fun taking full control of the machine.
Real-time Water Effect
A water effect with reflection, faked refraction and caustics in real time on a 200 MHz Pentium processor.
3d Engine
These are some screen shots of the 3d engine Denis Kovacs and I developed together. It was written in C and assembly language and didn't utilize any hardware acceleration (we are in the years 1997 and 1998 you must remember). The engine featured 32 bit rendering, dynamic lighting, texture mapping, gouroud shading, environment mapping, spline- and quaternion-based-movement and particles.
2d Bump Mapping
One can move the light source with the mouse.
"Nothing and More"
This is a screens hot from the 64k Intro "Nothing and More" Denis Kovacs and I released at the Wired '97 demo party in Mons/Belgium. The intro was programmed entirely in assembly language. We spent most of our time working on the music player and the 3d engine (see next picture) so we had only a few days for the actual intro. Unfortunately, a problem with the 3d engine's fixed point arithmetics arose which couldn't be fixed in time. Therefore the usage of the 3d engine had to be confined to one logo. The intro features a nice tune composed by Denis but you might have big problems getting it to run on modern computers. It can be downloaded from the Hornet Archive.
3d Torus
Here you can see a demonstration of a 3d engine I wrote in 1997. It was coded entirely in assembly language.
Plasma
Another simple effect. I was inspired by the intro Drift II to code this one, but later I had to realize that the original effect was done in a completely different way.
Fire
This is a tiny version of the common fire effect, written in assembly language. The size of the executable is 167 bytes.
Simple 3d Graphics on the Amiga (1995)
Here you can see a one of my first programs that displayed 3d graphics. Back than I was 14 years old and a proud owner of an Amiga 500 computer. I did this without referring to any external source of information on graphics (the Internet wasn't an option at that time and our local library didn't have any books on the topic), so I even had to invent perspective projection on my own.