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Shogun3D's Coding Page

Welcome to blueshogun96 AKA Shogun3D's coding page!

This is where I'll be posting/sharing my OpenGL related projects and code samples. Majority of my OpenGL code samples were on a seperate USB hard drive that malfunctioned a while ago and not much of it survived. I'll either have to write new code to fill the void, or attempt to recover any code I've lost. Hopefully, I can just do both! =) Either way, I think it should be a wise decision to continue writing new material. Enjoy!

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The Metamorphosis Design : 2010

Jellyfish

  1. Platform(s): Windows
  2. Language: C/C++
  3. APIs: OpenGL (NVIDIA Only)
  4. Developent Time: Can't remember

This is one of my favourite OpenGL code samples that I've put together! It's the jellyfish demo that I've worked on off and on from time to time. The jellyfish are animated using vertex programs and the post processing effects are done using register combiners. I designed this program to operate in a similar manner that other various NVIDIA demos work. Feel free to edit the params.txt file to change the resolution, number of blur passes, etc. There's more I'd like to add to this, but I have more important code to be writing atm.

Oh, and there's one more catch to this code sample, it only runs on NVIDIA GPUs (GeForce 3 or later) as there is a handful of the code based off of code found in the NVSDK. As long as your video card supports GL_NV_vertex_program, GL_NV_register_combiner, and GL_NV_texture_rectangle, you should be okay. Sorry ATI users!

Volumetric Fog

  1. Platform(s): Windows
  2. Language: C++
  3. APIs: OpenGL (NVIDIA Only)
  4. Developent Time: A couple days, IIRC

Another NVIDIA Only sample I've ported to .exe form from the old NVSDK. Not only did I really enjoy this effect, I wanted to make a screensaver version of it! Go ahead and check out the standard .exe as well as the screensaver.

Halo

  1. Platform(s): Windows
  2. Language: C
  3. APIs: OpenGL (Win32 & GLUT)
  4. Developent Time: Less than 24 hours

Another source sample I managed to recover. Back when I was rediscovering some really interesting OpenGL techniques from the good old days, I absolutely had to replicate this effect! I had always wondered how games such as Jet Set Radio Future for the Xbox created a halo/sillhouete effect for certain 3D objects. It's not too complicated at all and it's very portable.

Pong

  1. Platform(s): Windows
  2. Language: C
  3. APIs: OpenGL
  4. Developent Time: Less than 24 hours

I recently managed to dig up one of my very first OpenGL game projects, pong! Meh, I know it's not very exciting, but I was happy to find it again. I wrote this back in 2005 and at the time, it was my first attempt at writing a 2D game using OpenGL. Should have used vertex arrays, but oh well.