Tuesday, April 19, 2016

Tuesday, February 1, 2011

MAME: The Emperor's New Clothes

The things they do not want you to see...



 
Driver-Man's super-binary:
 
Vs. 
 
Derrick's nonsensical bloat:

TESTING: 720 Degrees (Atari Games, 1986)

Derrick's code, summary: flickering sprites bug, analog jittery rotation bug, non-authentic angle conversion algorithm, unnecessary new menu and other bloat, tracking gets off just by using the new menu, without option to re-calibrate the game must be re-started
  
Driver-man's code, summary: fixed analog jittery motion and flickering sprites bug, new angle conversion algorithm true to authentic operation, simultaneous support of input devices - easy testing, same old familiar interface - no new menus, tracking can be calibrated at any time 
  


      (Someone requested Derrick's source code,
                                 not surprisingly message disappeared in a matter of minutes.)


  

There are, of course, those who do not want us to speak. I suspect even now orders are being shouted into telephones and men with guns will soon be on their way. Why?

Because while the truncheon may be used in lieu of conversation, words will always retain their power. Words offer the means to meaning and for those who will listen, the enunciation of truth.



  
And where once you had the freedom to object, to think and speak as you saw fit, you now have censors and systems of surveillance, coercing your conformity and soliciting your submission. Cruelty and injustice, intolerance and oppression.

How did this happen? Who's to blame? Well certainly there are those who are more responsible than others, and they will be held accountable. But again, truth be told, if you're looking for the guilty, you need only look into a mirror.






- Are you like a crazy person?
I'm quite sure they will say so.
 

Voila!
In View, a humble Vaudevillian Veteran
cast Vicariously as both Victim and Villain
by the Vicissitudes of fate.

This Visage, no mere Veneer of Vanity
is a Vestige of the Vox populi
now Vacant, Vanished.

However, this Valorous Visitation
of a bygone Vexation stands Vivified
and has Vowed to Vanquish these Venal
and Virulent Vermin Vanguarding Vice
and Vouchsafing the Violently Vicious
and Voracious Violation of Volition.



The only Verdict is 

Vengeance
 
a Vendetta

held as a Votive not in Vain
 
for the Value and Veracity of such 
shall one day 
Vindicate the Vigilant and the Virtuous.

Verily, this Vichyssoise of Verbiage Veers most Verbose.

 
 
- Can you prove any of this?
 Why do you think I'm still alive?


  
- Oh please, have mercy!
Oh, not tonight Bishop... not tonight!
 

Those two input handling bits, analog (absolute) and dial (relative), can be put together, and this little piece of code below is the actual algorithm compiled in the binary given for download. It does everything, and more, Derrick's 2MB extra bloat does, only without bugs, faster and more authentic.








ADDENDUM: Who owns MAME?

There are many changes to MAME code which instead of to improve MAME and fix old bugs, they introduce new bugs, bloat and unnecessary hacks. However, we are not allowed to talk about it on MAME World, BYOAC or KLOV forum, they expect you will pretend those bugs and bloat do not exist.
 

Perhaps Aaron is being paid by Microsoft to introduce bloat and slowdowns in MAME, for whatever reason Microsoft is doing the same with their own software. And as funny as that sounds, or not, the CONTROL of where the project is going, or what submission are accepted, is not openly discussed, it is not subject to public scrutiny nor there is any voting and majority consideration when decisions are made.

 

Now, everyone knows about David R. Foley affair and supposedly stolen MAME trademark, which lifted up quite some dust and made a lot of people and general public angry, yet in the same time the ownership of far more important MAME assets are not even mentioned or discussed anywhere. -- How did MAME get from Italy to Canada and England? How did  control over MAME get from Nicola to some Mr Mark Colgan and some proxy firm called 'contactprivacy'? How is MAME a "public project" if all the decisions are made behind closed doors and everything is controlled by some unknown selected individuals?

Who owns MAME? 


- "And thus I clothe my naked villainy 
With old odd ends, stol'n forth of holy writ; 
And seem a saint, when most I play the devil."







Monday, November 9, 2009

ELECTROMAGNETISM: The Simple Truth


When 2 and 2 come together... it equals 4, and it's that simple.




Photons and wave-particle duality

First, let me equate fields with "particles", and so the smallest amount of electric charge are electron and positron, their filed magnitude describes spherical potential which we somewhat appropriately consider a 'point particle' since it drops off rapidly according to inverse-square law.

The magnitude of an electric field surrounding two equally
charged (repelling) and two oppositely charged (attracting) particles.


Photon, electromagnetic radiation is simply combined kinetics of an electric dipole. When positron and electron interact, initially they will try to stick together - orbit each other, but due to magnetic force acting perpendicularly to both, the velocity vector and magnetic field vector, they will twist around and produce spiral trajectory, or more precisely said - their paths will describe double-helix. This type of wavy movement is also known as transverse wave, so electron and positron do not really annihilate, they actually COMBINE into a photon. Light polarization is then simply geometrical plane of charge oscillation, while superposition explains why photons not have net electric charge despite their  evident electromagnetism.




- "Electromagnetic waves can be imagined as a self-propagating transverse oscillating wave of electric and magnetic fields.


- "The fact that the electromagnetic field can possess momentum and energy makes it very real... a particle makes a field, and a field acts on another particle, and the field has such familiar properties as energy content and momentum, just as particles can have"







Magnetic monopoles
right under everyone's nose

EM polarity is a relation between forces of attraction and repulsion, if the field lines are going in two opposite directions we have a dipole moment and minimum of two fields, but if all field lines go in only one and the same direction sharing a common source, then we simply ought to call it a "monopole".

http://en.wikipedia.org/wiki/Amper's_law

MAGNETIC DIPOLE (left) / MAGNETIC MONOPOLE (right)

 
This monopole fields drops off with inverse-square in the plane perpendicular to its velocity, but it also weakens as the angle aligns with velocity vector according to cross product, so at the end this field looks like  doughnut or toroid, the divergence of this field is most certainly not zero.

 \mathbf{B} =\frac{\mu_0 q \mathbf{v}}{4\pi} \times \frac{\mathbf{\hat r}}{r^2}


Interestingly enough, this goes along beautifully with what EDWARD LEEDSKALNIN told us quite some time ago when he was talking about "North pole individual magnets" and "South pole individual magnets". I suppose everyone knows about Ed, or at least about Coral Castle and Billy Idol's song "Sweet Sixteen"?


- "Dirac showed that the existence of magnetic monopoles was consistent with Maxwell's equations only if electric charges are quantized, which is observed."







Aether and the speed of gravity

Speed of light is terminal velocity of EM fields. Therefore, just like free-falling object reaches terminal velocity due to air drag, so does the photon or any EM radiation have its terminal velocity due to resistance of Aether.

Speed of field potentials, the volume magnitude propagates much faster, possibly as longitudinal wave, which makes charges, as well as electric potentials and gravity, appear "rigid" and explains apparent instantaneous interaction over distance.


Aether and gravity. Helical or transverse propagation of EM fields and longitudinal propagation of their potentials would have different terminal velocity influenced by the density gradients or pressure differences of this fabric, which closely corresponds to gravitational potentials or inertial reference frames.


Vorticity and magnetism. Aether "fluid-dynamics" analogy is probably the most obvious in the photo below as we can see the right-hand rule just like with Lorentz equation, where the force acts inward, towards decreased density and is attractive just like with magnetic field of a moving charge. Biot-Savart law, magnetic field equation, can be used equally well in electromagnetics just as in aerodynamics.

Image



So, Lorentz was right after all
...Lorentz on his side continued to use the aether concept. In his lectures of around 1911 he pointed out that what "the theory of relativity has to say ... can be carried out independently of what one thinks of the aether and the time".

He commented that "whether there is an aether or not, electromagnetic FIELDS certainly exist, and so also does the energy of the electrical oscillations" so that, "if we do not like the name of "aether", we must use another word as a peg to hang all these things upon."


In the early 1920s, in a lecture which he was invited to give at Lorentz's university in Leiden, Einstein sought to reconcile the theory of relativity with his mentor's cherished concept of the aether. In this lecture Einstein stressed that, in general relativity, space is "endowed with physical quantities".

Shortly before his lecture in Leiden in 1920 he admitted in the paper: "Grundgedanken und Methoden der Relativitätstheorie in ihrer Entwicklung dargestellt": - Therefore I thought in 1905 that in physics one should not speak of the aether at all. This judgment was too radical though as we shall see with the next considerations about the general theory of relativity. It moreover remains, as before, allowed to assume a space-filling medium if one can refer to electromagnetic FIELDS.


The founder of quantum FIELD theory, Paul Dirac, stated in 1951 in an article in Nature, titled "Is there an Aether?" that "we are rather forced to have an aether".







And, why no one ever told you
how electrons actually attract?!?




- "The Z-pinch is an application of the Lorentz force, in which a current-carrying conductor in a magnetic field experiences a force. One example of the Lorentz force is that, if two parallel wires are carrying current in the same direction, the wires will be pulled toward each other. The Z-pinch uses this effect: the entire plasma can be thought of as many current-carrying wires, all carrying current in the same direction, and they are all pulled toward each other by the Lorentz force, thus the plasma contracts."





Wednesday, October 21, 2009

moving geocities...



Bubble chambers: charges in magnetic field
http://en.wikipedia.org/wiki/Bubble_chamber
http://www.bo.infn.it/antares/bolle_proc/foto.html


Evey: - Are you like a crazy person?
I'm quite sure they will say so. (giggles)

Voila! In View, a humble Vaudevillian Veteran
cast Vicariously as both Victim and Villain
by the Vicissitudes of fate.

This Visage, no mere Veneer of Vanity
is a Vestige of the Vox populi
now Vacant, Vanished.

However, this Valorous Visitation
of a bygone Vexation stands Vivified
and has Vowed to Vanquish these Venal
and Virulent Vermin Vanguarding Vice
and Vouchsafing the Violently Vicious
and Voracious Violation of Volition.


The only Verdict is

Vengeance

a Vendetta

held as a Votive not in Vain

for the Value and Veracity of such
shall one day
Vindicate the Vigilant and the Virtuous.

Verily, this Vichyssoise of Verbiage Veers most Verbose.

Finch:

 - Can you prove any of this?

Why do you think I'm still alive?









Before the radioactive driver...
How did it all happen?

September 30, 2008

Common bugs
in Havok, PhysX, Bullet, ODE, Ogre, Newton.. SOLVED
!
Bug 1.) Few subSteps: "Moon gravity effects"
bUg 2.) A lot of subSteps: "Spiraling to death"
buG 3.) Interpolation VS. Temporal Distribution


Common mistakes and bugs
related to fixedTimeStepping - UNCOVERED:
a) Design-Time Planning and Recognition of Min. Sys. Requirements
b) "Scaling the World" and Hidden Effects of fixedTimeStepping
c) Jitter, Choppiness and Slowdowns: Unstable Physics & Smooth Animation


Common pitfalls
for any kind of simulation, say - MOLECULAR DYNAMICS
-"An Iterative Variable time-step Algorithm for Molecular Dynamics Simulations"
-"Error and timing analysis
of multiple time-step integration methods for molecular dynamics"
-"Molecular dynamics simulations,
using multiple time-step integration, hampered by resonance instabilities"


Allegory Novella, Tech. Paper
& Chronicles of an Algorithm discovery:

Three bugs with one stone.. allegory continues
Quick Algotirthm Overview:
http://www.geocities.com/ze_aks/test/sampleTest.html

game
BoXLinux
...where you Make & Play games
What's this?
GNU/Linux based Operating System, it comes with several preconfigured OpenGL (ES) development toolkits. Everything from OpenGL ES 1.0, Red Book and basic tutorials to OpenGL 2.0, GLSL and Cg shaders in over 300 demos and examples.
...all is set-up and ready to go, so all examples and demos will compile on one simple command: make
Thanks to authors for sharing the source code: scene.org, NeHe, Frustum, codesampler, RedBook, OrangeBook, clockworkcoders, Encelo's, lighthouse3d...

...it's about fun, games and anything 3D

* nVIDIA & ATI drivers included, all other GPUs supported via VESA

How to use?
This is a Live CD system, nothing to setup or configure, no need for installation, it runs completely from RAM - minimum 256mb @ PC or x86 Macintosh
1.) download *.iso
2.) burn CD
3.) restart
4.) have fun...

myOSX11-GL v(0.98)
69.3mb - Live CD x11-gl98.iso 2008-05-29, arch= x86
Minimal desktop system with Xorg and Xgl+Compiz servers, in addition there is *Video editing, compositing, 3D modeling, animation, image and sound editor - Blender, *Raster graphic editor - GNU Image Manipulation Program - Gimp, *Web browser with Flash plug-in and js dictionary- Opera...
...if you plan on trying out Add-Ons copy them to *.iso and then burn everything together on a single CD, so you dont have to access disk or internet later on
EXECUTABLE, SELF-INSTALLING Add-Ons:
*) 28mb - Devel.AddOn (130 demos + 100 GLSL examples)
C/C++ libs and tools, OpenGL 2.0, OpenGL ES 1.0, X11/XGL, SDL, FreeGLUT, MESA, OpenAL, GLEW, GLee, GLSL, nVIDIA Cg... *** This is essential, you need this to compile the rest of Add-Ons. It is also all you need to compile Linux kernel, drivers or install new software
*) 12mb - Trolltech.AddOn (4 demos + WebKit QtBrowser)
Trolltech Qt-X11 OpenGL/OpenGL ES SDK, QDevelop IDE, QShaderEdit *** Embedded, Mobile, Desktop, Cross-platform: Mac OS X, Windows XP/Vista, Windows CE, Linux... KDE, Google™ Earth, Skype® and Adobe Photoshop® Elements are based on Trolltech's Qtopia toolkit
*) 21mb - PowerVR.AddOn (40 demos + Tutorial)
PowerVR OpenGL ES 1.1 & OpenGL ES 2.0 SDK *** TI OMAP, Marvell 2700G, Freescale i.MX31... @ iPhone, Symbian, Linux, Windows Mobile, Smartphone, PocketPC *** Quake III on PowerVR
*) 02mb - Scitech.AddOn (45 demos + OpenGL RedBook)
Scitech SNAP/MGL, FRAMEBUFFER OpenGL SDK *** myOSX-less is built around Scitech MGL OpenGL drivers. SNAP/MGL is also available for DOS, Windows, Windows CE, OS/2... SciTech SNAP supports both x86 and PowerPC..
*) 31mb - Games.AddOn
- Elite + source code
-
M.A.M.E.
+ source code
-
Quake
+ source code
- ePSXe - Playstation emulator, Gens - Sega Genesis, Sega 32X emulator, Flash movies and games (XiaoXiao), Experimental integration - Flash MP3 & FLV player
To intsall Add-On simply run it in shell:
>sh [Name].AddOn
Side note...
SDKs in these Add-Ons are
NOT COMPLETE, non-OpenGL stuff mostly excluded
Side note 2...
This is stripped down
Mandriva 2008 Linux. Fedora RPMs and Deibian DEB packages should work too -
Mandriva 2008 RPMs
Side note 3...
There is lot more stuff supported that either is not relevant to OpenGL or not tested, but in most cases should work just fine:
Sound, Network, USB, Macintosh mice & keyboard, Firewire, SD Card..
incoming...
gameBoXMOBILE - armv5tejl GNU/Linux

OpenGL "Mech" demo with TinyGL -
Interestingly, both QEMU and TinyGL are works of the same guy, cheers! Fabrice Bellard's Project Page
Mission Briefing...
1.) compatibility with Google Android hardware, whatever will that be
2.)
[DONE] development environment for x11-GL able to produce OpenGL ES binaries hopefully fully 3D accelerated once installed on a target platform with GLES GPU, for now software OpenGL with Mesa and TinyGL
3.)
nice user interface, something like -
Mobile phone interface

myOSSDL-GL [x-less2, arch=x86+arm+ppc]

TinySDGL port (source code + x86 & ARM Linux binaries)
http://www.mediafire.com/?pmwxy1jvtnq
- x86 binaries should work on any Linux PC with or without X11
- arm binaries should be compatible with Linux mobile device
Emulators & Virtual Machines...

Google Android, actually QEMU running some generic ARM (goldfish) emulation where Android runs its Linux-Java thingy. Wiki says this already runs on some real ARM929, ARM11 hardware too: TI OMAP, PXA270, Freescale i.MX31...

PowerVR OpenGL ES demos (PC emulation)

Metal Gear Solid on ePSXe - Playstation emulator

Eh, and whats this... Metal Gear Solid goes MOBILE!
Macintosh...

Mini vMac running MacOS 6 - Flight Simulator, Photoshop, QuarkXpress



BasiliskII running MacOS 8 - A-10 Cuba, Alone in the Dark, Out of this World


SheepShaver running MacOS 9


PearPC running Mac OS X

x11-GL in VMware running Xgl/Compiz on VESA drivers [myos.vmx]
Previous:
77.4mb - Live CD mygl91lt.iso 2008-05-10, arch= x86
27mb - Devel.tar.bz2 v0.91
14mb -
Trolltech.tar.bz2 v0.91
21mb - PowerVR.tar.bz2
02mb - Scitech.tar.bz2
31mb -
Games.tar.bz2
75.8mb - Live CD mygl87lt.iso 2008-05-05, arch= x86
10mb - Devel.tar.bz2 v0.87
12mb -
Trolltech.tar.bz2 v0.87
21mb - PowerVR.tar.bz2
02mb - Scitech.tar.bz2
31mb -
Games.tar.bz2
75.7mb - Live CD mygl83lt.iso 2008-05-01, arch= x86 (Compiz desktop)
55.2mb -
ARCHIVED-83.tar.bz2 (Devel, Scitech, Trolltech, Games)
* * *

Polar Elephant Studios
myOSX-less
Linux based OpenGL development system without X

myOSX-less
12.8mb
- Live CD
myOS-1_0_3.iso - 2007-03-24, arch= x86
initramfs UPDATE:
21.7mb - Live CD
myOS-1_1_9.iso - 2008-03-12, arch = x86
This is initramfs build, so even tho its 10mb bigger it fits in less, only 64mb RAM disk. Extra 10mb are to feature WebKit based demo web browser from Trolltech's Qtopia Core, to compile Scitech SNAP/MGL projects just type: dmake
How to use?
Download iso, burn to CD, restart computer...
What computer?
  • Old build should work on almost all x86 based PCs, the oldest machine I've tried this on was AMD-K6, 266MHz, 128Mb, S3 Virge video card, with glgears running @ 10FPS... It will also run on some x86 based Apple Macintosh computers
  • New build has additional support for Mac specific hardware, uses initramfs and is further trimmed so it fits in only 64mb RAM;
  • PowerPC build for 'New World" Mac, G3 and up is in working stage but performs poorly compared to Mac OS 9 so there is no point of putting Linux there, or is there? [project abandoned, problems: graphic drivers, boot procedure, HD installation]
Why, what for?
  • It's about an idea - Linux can be simple, the whole development environment can be simple and free of additional configuration, installation or any other kind of hardware or software setup
  • Development system, platform independent, allowing for the whole application or game to be distributed on a Live CD or Live USB with complete OS included
  • Embedded Linux - mobile phones, PDAs, media players, public computers, ATMs, avionics, handheld consoles and other systems or terminals that need to run independently or safely without 'Hard Drive' or entirely from ROM chip
  • Base to build graphical windowing system on top of OpenGL
  • Personal mini-Linux on USB key-chain, rescue Linux, Secure information storage/processing mini-system
  • Simple, handy tool to teach, learn, use or just demonstrate C/OpenGL & Linux capabilities
"OpenGL without X" as well as Plug & Play side of it, is all thanks to GPL release of these fantastic drivers - SciTech. There you can find full source code and lot more OpenGL and other demos including game DOOM.

NDN windows in action - 'Welcome' splash screen
Minimalistic GNU/Linux system, stripped down of everything but core necessary files to compile and run OpenGL/C code. It has simplified directory structure and cleaned up internal cross referencing. Programs compiled in myOS will run on any Linux with or without X. (GPUs).
Copy of the OpenGL Red Book is included together with 45 examples from the book. Examples are organized by chapters, each in separate folder, ready to compile, run and play with. Source code is modified to use Scitech drivers and is very similar to GLUT version in the Red Book. This little collection is really all one needs to learn OpenGL. In fact the whole system, being very simple to use or analyze and understand, can be a tool to teach Linux basics and C/OpenGL programming.
With SciTech SNAP/MGL drivers (based on Mesa) it was possible to run OpenGL without X. Stripped down and modified GNU gcc compiler, mixed with diet libc includes and selected shared files seem to be able to compile all relevant libraries and produce stable and relatively small code. Beside Necromancer's windows manager and OpenGL developing tools this is pretty much your average 'Linux' thanks to BusyBox.
Size can be reduced even more, see this for inspiration:
Size Is eveRYtHiNg
A Whirlwind Tutorial on Creating
Really Teensy ELF Executables for Linux

2007-03-24
[need separate page..]
NEXT... [DONE]
- more demos, games (see win section below)
- Kdrive-based server for X11 applications: Blender, FireFox...
- recompiled kernel: network, internet, usb keyboard...
- anything else?
r0.5 [DONE]
- support for other architectures: ARM, PowerPC...
- more kernel drivers: LCD/touchpanel, wi-fi, bluetooth, SDcard..
- more network support for Computer-Cluster operation
- additional 3D content creation and rendering software...
? myOS-Qt [DONE]
- rebuild myOS base on Trolltech Qtopia and see what happens?

will mOS fit in there?

OpenGL in Windows
whats Linux anyway?
Shadows, shadows, shadows...
Chief Wiggum:
"They only come out in the night. Or in this case... the day."
goal 1: 100% COMPLETE
Test/compare Real-Time multiple Light/Shadow algorithms, now using ARB depth/shadow texture, ARB multitexture & Frame Buffer Objects extensions...
goal 2: %80, (test stage COMPLETE)
Linux (myOS) conversion, (no accelerated texture read),
* game colection to be included in myOS X-less r0.4 including Star Trek Classic - text/console & OpenGL based conversion...
[NOTE, never did Star Trek OpenGL conversion, instead coded Elite remake]
* Metal Gear Solid like 1st stage demo, FPS > 120, without texturing - conclusion: APPLICABLE
goal 3: 40%, basic implementation (Linux - myOS, C only)
* Stage editor, camera scripting, dialog/text balloons, AI
key concern: %100 SOLVED
speed, simplicity in introducing additional dynamic and/or static lights to scene dynamically without need to calculate/compare geometry data with new glFog based algorithm, where fade-out trick effectively culs off light frustum and in return allows for seamless integration of lights, independant of position and orientation, also makes room for additional image-space effects and object ID sorting in alpha channel or transparent body/colored glass shadows - all in one pass.
project status: 70% of test stage - COMPLETE
[incorporate fog-fadeout in distance with polygon alpha ID]
devmaster.net [need edit]
DOWNLOAD:
stage3 + Fix for ATI (source + binary)
New 3D Engine-stage 3 (binary), 20/Dec/06
this should run smoothly
on Radeon 9600 / nVIDIA FX5200 or better

be sure to have latest drivers

Quick hack controls: W, S, A, D
Implemented Vertex Buffer Objects - Vertex Arrays, turns out display list outperforms VBOs, but not much, so it looks like a nice generic solution to hold static and dynamic background. Controls: W, S, A, D to move around, hold right Mous and drag up/down to zoom camera in/out, CTRL+Mous to pan, SPACE to cycle light views, left Mous to fire and ESC to exit. [need edit]
New 3D Engine-stage 2 (source + binary), 15/Dec/06
Multiple lights, spot, directional, fade-out in distance, per-pixel illumination, no shaders! Frame Buffer Objects, ARB multitexture and ARB depth (shadow) texture extension, motion blur and other post-render image effects come for free as all is rendered to textures anyway.... FBO doesnt need depth renderbuffer as long as it have attached texture with depth component, this is surprisingly faster even with GL_FALSE read, write to color, so rendering to both depth and RGB(A) textures over FBO is faster than just rendering to depth texture, and since is faster to render all at once its cheap to combine other effects with shadow texture, like fog for light/shadows intensity fade-out, spotlight circles, projected transparent colored surfaces and so on...[need edit]
New 3D Engine (binary.. where the hell is the source), 3/Dec/06
Support for MD2 animated meshes, basic light&shadow
1999-2001
The following demos were developed for 3dfx Voodoo graphic card using MESA OpenGL drivers and Borland C/C++, source code is lost, but luckily they still work(more or less) on todays hardware...

Design, modeling, animation,
textures, coding, sound and image editing by me

Zarch *** TURN ON 'Wait for vertical refresh' in Win. settings***
Zarch remake features particles, auto-guided missiles, shadow casting, physics, AI, destructible terrain, water effects, music and sound effects.
2Frames & Skelet
2Frames features interpolated key-frame animation, buffer to texture and texture to buffer effects like shadows and motion blur effect.
Skelet features reflection, shadows and blending light, particle and accumulation buffer effects.
Black Jack & Video Poker
Moving mouse to top-left corner will bring up the rules for the choosen game.
OpenGL Tetris (source code)
This download contains Visual C++ 6.0 version of Tetris, originally coded as single file that compiles with Borland C++ 5.5 command line compiler. One day project given to me as a part of some 'game programmer skill test'.
Java Snake, 2000
After playing again this one...
im not sure if its silly for me to say, but this game turned
out to be great! ...or maybe, im just happy it still works.. like new!
This is a full game, featuring AI, increasing level difficulty, single player/multiplayer option - against computer snake or friend sharing the keyboard (hot-seat)


(coded in 7 days for University assignment)
Arcadepod.com: "A very exciting game of snake. One of the most creative version I've seen. If you're a fan of this popular game, you must try this one. Compete with computer for the longest tail."
*not working opengl
Star Wars demos, lost source code, lost sound files. This collection featured playable levels in space, on ground, over Death Star and Big asteroid. 3 ships to fly X-wing, Tie-fighter and Millenium Falcon with outside and cockpit view. Friendly and enemy AI, effects like sun-flares, lense effects, hyperspace space distortion, exposions... not working on non-Voodoo hardware, requires some old version of MESA's OpenGL.DLL and freezes without sound files :-(