Confusing Ball:

Confusing Ball is a game, where you have to navigate a ball through different level (overall 32, out of 4 different worlds). A level consists of several contiguous stones, which hang around. It contains various items like coins, bombs and relocatable stones.

At first it seems to be easy to get through the level, but if you think about it, you figure out, that it's not always the case. One reason therefore is that you can change from one side of the stone to the other five ones, and gravity moves analogical. Means you have to stop thinking in words like up and down...

The level, as clearly they seem to be sometimes, require a good sense of orientation and imagery. With the provided editor, you can easily build up your own level.

Here are some screenshots:

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glWindow:

Programming language: Pascal / Delphi.

Required third party units:
- OpenGL header from www.delphigl.com.
- glBitmap.pas image unit from Lossy eX (www.dev-center.de)

The unit provides an OpenGL graphical user interface (gui). A window with all the components based on a specific texture will be created. On a click on the window or on any of its component, the corresponding event will be raised. The whole window setup can be loaded from an ini-file, so you don't have to layout the wondow on runtime. Everything is rendered in ortho-mode.

You can use the following components:
- Button
- Label
- Image
- Panel
- Listbox / Memobox
- Edit
- ProgressBar

Screenshot from the example application:

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WFObjLoader:

Programming language: Pascal / Delphi.

Required third party units:
- OpenGL header from www.delphigl.com.
- glBitmap.pas image unit from Lossy eX (www.dev-center.de)

This WaveFront object file loader loads nearly all .obj files with materials, textures, transparency, child objets, groups etc. Object files from Blender are also supported, and that's what this unit initially was made for. It has been developed in cooperation with Conan to have a nice, clear and easy-to-use model loader for OpenGL applications.

Screenshots:

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PasDocGui:

Required tools:
- pasdoc, a documentation generator for pascal.

With the help of pasdoc it is possible to generate a documentation for pascal based code very easy and comfortable. Pasdoc is the pascal pendant to Doxygen. Unfortunately there is only a command-line executable with an experimental gui available. Because I don't like this gui, I wrote my one one :)
It is more compact, clearer and easier to use.

Screenshot:

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Restless:

Programming language: Pascal / Delphi.

Required third party units:
- OpenGL header from www.delphigl.com.

Restless is an animation library for OpenGL, written in Delphi/Pascal. To be able of rendering static objects is quite good, but it's better if you can draw animated ones. Because it is not so easy to render and handle animated objects, Conan and I have written this loader, so everyone can use animations in their OpenGL application.
Note: There is just an exporter for Blender available.

Restless
- is free and well documented
- includes full source code
- uses Vertex Buffer Objects (VBOs)
- can also display static objects or mixed ones
- supports multiple bone weights per vertex
- provides full bone control (set, get, local, global)
- interpolates linear, sine or user specified on a bone basis
- can handle multiple textures on one uv layer
- is not bound to any texture loader
- automatically calculates the object normals
- supports custom material flags (eg. for shader)
- provides some vector, quaternion and matrix functions
- comes along with its own Blender exporter
- is fast, efficient and easy to use
- can do much more :)

Update 2008-12-23: Some nice new features are in Restless. Now you can export empties out of Blender and use them in Restless. It is also possible to use the properties assigned in Blender from any exported object or empty.

Update 2009-02-19: The Restless Blender exporter has been updated. Now all exported objects and empties will be sorted by name (objects are sorted by material first, though). I also fixed a bug where the export time wasn't calculated correctly.

Update 2009-02-20: There are 4 new functions in Restless which provide the user some information about the vbo. Now you have the possibility to render the objects or even parts of them by yourself. The following example renders all objects at once:

Pascal
var
  ptr  := restlessGetVBOPointer(RlsObj);
  size := restlessGetVBOSize(RlsObj);
  
glBindBufferARB(GL_ARRAY_BUFFER_ARB, ptr);
glInterleavedArrays(GL_T2F_N3F_V3F, RLS_VBO_VERTEX_SIZE, nil);
glDrawArrays(GL_TRIANGLES, 0, size div RLS_VBO_VERTEX_SIZE);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

Update 2009-09-15: Some bugs have been fixed in the Blender exporter and the FileSpec.pdf has been updated.

Screenshots of Restless in action:

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SciFi Counter:

This countdown app has been written in the intention to rebuild the counter used in the famous scifi series Battlestar Galactica (see 1st screenshot). The hours, minutes and seconds are displayed as disc segments below the normal countdown time. All colors are customizable (see 2nd screenshot) and you can, for example, use it as a screensaver, which counts down to your specific date and time. Besides that, it also shows the current time and date on the lower right, and a customizable two-line text on the upper left side of the discs.

Features / Techniques:
- Restless for the disc segments (nothing special, I know)
- Glow, a simple form of pseudo-hdr
- Bitmap fonts
- fps limiter
- screensaver mode
- fully customizable
- nice looking :)

Screenshots:

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STARchon:

STARchon is a action based top-down shooter in the Star Trek universe. You can play it with two players on one keyboard. Each player steers one ship into combat, wether fighting together or against each other. The AI can handle the rest of your army of star ships, or be your enemy that wipes you out. This version contains 3 races (Federation, Romulan and the Borg) with 8 different ship types each, making up some nice battles in outer space. Have fun!

Screenshots:

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(c) Sebastian Brummer - 2010 - Impressum