Regular texturing has many drawbacks. One of them is the fact that a texture is typically applied to a flat surface. Relief texturing uses a color texture along with a depth map and an algorithm for view-dependent depth occlusion. A level-of-detail engine could benefit hugely from this technique by rendering far-away surfaces with regular textures and closer surfaces with relief texturing. The main part of the calculations are done in a fragment shader.
I don’t know if this game has a commonly used name. It was invented (or reinvented) by me and a friend under the name Connex. The rules of the game are simple. Players take turns at drawing a line between two dots on a regular grid. If a line makes an area water-tight, the area belongs to the player that drew the line. The game ends when all areas have been claimed, and the winner is the player with the largest combined area. Our AI is reasonably hard to beat, but can be tricked in some situations by an experienced player. The AI was implemented in Lisp and uses a simple graphics library for the user interface.
The Unreal Engine offers user-friendly editing tools for map-making and game rule modification. This mod was made by me and four friends as a school project. The idea of our mod is to sneak through a number of levels before time runs out. The player has no weapons and has to avoid armed guards throughout the levels, which were custom made for the purpose of sneaking.
This is a simple ray tracer that only handles spheres and planes. This project was done during a summer break when I was fairly new to computer graphics. The results show the basic concepts of recursive ray tracing. However, there is a lot of room for improvement. When I ray trace images nowadays I typically use pbrt, mentalray or Maxwell.
This was my pet project while learning C++/OpenGL. The future plan for Tetrinks is to add some demo effects, making it a simple game with a lot of visual content. The game uses gravity instead of constant velocity, normally used in Tetris. Since the game engine is up and running, this is a future outlet for eye-candy shaders and such.