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          Jason Doucette / Xona Games
           
          hometown – Yarmouth, NS, Canada
          residence – Seattle, WA, USA
          university – Acadia University
          college – COGS
          contact – (other methods)
              social networks
              tech – Project/Games · Graphics Tech · Artificial Intelligence · World Records/Number Theory
          personal – Home · Resume · Transcripts · Contact
          twin – Matthew Doucette of Xona Games
          old – Petzold's Programming Windows 5th ed Errata · Domain Hacks · Wallpapers



          Computer Graphics

          Back to Main Resume Page

          The following graphic samples are all software, programmed in MS-DOS. They all run real-time, even on a 486/66Mhz class machine (on which most of these were programmed). Each real time computer graphic engine is similar to those required for interactive video games and simulation software. None of the following effects are created via 3D graphic accelerators. Each of these effects is 100% responsible for the display of every individual pixel, manually computed by CPU directly from my software. Also, none of the programs use a graphics API (such as DirectX or OpenGL) which would perform most of the calculations for you. Any 3D program uses the basic 3D formula for converting a 3D point into a 2D screen position which I developed myself in grade VIII without the aid of textbooks or any other graphic / art sources. All the effects included tweaked VGA modes, hi-color modes, and other video card tricks are 100% software.

          All code is original and self-taught. Pictures are shrunk down from the actual screen shots. All effects, including hi-color effects, run under standard VGA. Some run under any non-standard Mode-X resolution (up to 360x480, 376x564, and 640x400).

          It should be noted that standard VGA does not have a hi-color mode. In its standard mode 13h, the screen has a resolution of 320x200. The pixels have an anisotropic ratio of 6:5. It has a maximum of 256 colors on the screen at any given time. It only has one frame buffer, which implies a 64,000-byte memory copy from a virtual screen buffer for each frame.

          In the non-standard Mode-X modes, there are several screen resolutions available. The initial problem is to tweak the registers in an unpublished, non-standard way to achieve these modes. They also have a 256 color limit. Their pixel aspect ratios vary with the modes (320x240 has perfectly square pixels, where as most of the other resolutions do not). If the screen buffer is sufficiently small (131,072 bytes or less), Mode-X offers more than a single screen buffer. However, unlike mode 13h, is it non-linear. It exists in four planes, in which each plane accesses one fourth of the screen. Each plane skips three intermediate screen pixels, making it very difficult for drawing procedures - even for a virtual screen buffer copy, which is necessary for modes with only one screen buffer.

          The knowledge and wisdom gained from my extensive experience in programming these software engines can be used for the implementation of such engines in the current release of 2D systems, such as PDA devices and the Game Boy Advance (GBA). If you have an interest in any of my technologies, please contact me at .

          WIRE MESH
          Wire Mesh 3D Glasses
          Wire Frame Space Shuttle Wire Frame 3D Glasses
          Download 3dglasses.zip (56KB)
          Anti-Aliased Lines
          Anti-Aliased Lines
          Download antialiasing.zip (20KB)


          POLYGON
          Polygon Tunnel
          Polygon Tunnel
          Download polygontunnel.zip (14KB)
          Light-Source w/ Shadow 3D Parameterization
          Light-Source Polygon Shadow
          Download lightsourceshadow.zip (17KB)
          3D Parameterization
          Download 3dparameterization.zip (297KB)


          TEXTURE MAPPING
          Texture Mapping Texture Mapping
          w/ Color Quantized Fade
          Texture Mapping
          Download texturemapping.zip (23KB)
          Texture Mapping w/ Color Quantized Fade
          Download texturemappingfade.zip (79KB)
          Texture Mapped Tunnel Rotation, Scaling, Mip-Mapping
          Texture Mapped Tunnel
          Download texturedtunnel.zip (24KB)
          Rotation/Scaling/Mip-mapping
          Download rotation.zip (396KB)


          GOURAUD, PERSPECTIVE, PHONG
          Gouraud Shading
          Gouraud Shading Gouraud Shading
          Download gouraudshading.zip (62KB)
          Environment Mapping Phong Shading
          Environment Mapping

          Environment Mapping

          Environment Mapping
          Download environmentmapping.zip (127KB)
          Phong Shading

          Phong Shading

          Phong Shading
          Download phongshading.zip (46KB)
          Gouraud Texture Perspective Texture
          Gouraud Texture Perspective Texture
          Download perspectivetexture.zip (44KB)


          BLUR MOTION
          Polygon Blur Gouraud Texture Blur
          Polygon Blur Gouraud Texture Blur
          Download gouraudtextureblur.zip (254KB)


          PHYSICS SIMULATIONS
          Spring Theory Gravity Simulation
          Spring Theory
          Spring Theory
          (on my Projects/Games page)
          Gravity Simulation
          Gravity Simulation
          (on my Projects/Games page)
          Anit-Gravity Arkanoid Physics
          Anti-Gravity Simulation
          Anti-Gravity Simulation
          (on my Projects/Games page)
          Arkanoid Physics Engine
          Arkanoid '97
          (on my Projects/Games page)
          Road Simulation
          Road Simulation
          Road Engine for Full Tilt
          (on my Projects/Games page)


          MISCELLANEOUS
          Voxel Terrain Technology (Height Mapped Engine)
          Photo-Realistic Height Mapped Terrain
          Voxel Terrain Engine
          (on my Projects/Games page)
          Bump Mapped Shading Vector Balls / Compiled Sprites
          Bump Mapped Shading
          Download bumpshading3.zip (19KB)
          Vector Balls
          Download vectorballs.zip (155KB)
          Maze Generator / Solver
          Maze Generation     Maze Solver
          Download mazegeneration.zip (35KB)


          DEMO GRAPHIC EFFECTS
          Spinning Copper Bars Bitmap Plasma Distortion
          Spinning Copper Bars
          Download copperbars.zip (18KB)
          Wavy Bitmap
          Download bitmapdistortion.zip (73KB)
          Color Wheel / Fake 12-Bit Color Wave Interference




          Download 12bitcolor.zip (15KB)
          Wave Interference
          Download waveinterference.zip (36KB)
          Mandelbrot Set 3D Sierpinski Triangle /
          Sierpinski Gasket
          Mandelbrot Set
          Mandelbrot Set Images
          (on my Wallpapers page)
          3D Sierpinski Triangle / Sierpinski Gasket
          Liquid Motion Fire
          Liquid Motion
          Download liquidmotion.zip (21KB)
          Fire
          Download fire.zip (28KB)

          Some of these graphic engines have been used in projects I have on display in my Projects/Games page.

          My brother, Matthew Doucette, also has a page which showcases his talents in Real Time DOS Graphics. He also has a page that displays his Real Time 3Dfx Graphics.

           
          86,414 visitors since May 13th, 1999
          2,041,750 total page views since May 13th, 1999
          Jason Allen Doucette / Xona Games
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