Fix up software images
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@ -20,6 +20,8 @@ Basic Chip-8 emulator.
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This is my first ever (working) emulator, of the simple CHIP-8 system. I'm pretty proud of this, because apart from the sprite collision logic I was able to implement most of the opcodes just looking at a basic overview of the instruction set.
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This is my first ever (working) emulator, of the simple CHIP-8 system. I'm pretty proud of this, because apart from the sprite collision logic I was able to implement most of the opcodes just looking at a basic overview of the instruction set.
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Technically, this implements the SCHIP type of instructions but can still play many of the ROMs you can find online. I also added a cute debugger window and a memory viewer. The emulator also comes with a built-in deflicker for the display.
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Technically, this implements the SCHIP type of instructions but can still play many of the ROMs you can find online. I also added a cute debugger window and a memory viewer. The emulator also comes with a built-in deflicker for the display.
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For funsies, I included a basic parser that can spit out valid CHIP-8 instructions for a C-style language!
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For funsies, I included a basic parser that can spit out valid CHIP-8 instructions for a C-style language!
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Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 61 KiB |
Before Width: | Height: | Size: 170 KiB After Width: | Height: | Size: 170 KiB |
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@ -10,15 +10,6 @@ tags:
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- C++
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- C++
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- Vulkan
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- Vulkan
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- Metal
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- Metal
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resources:
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- src: img/buddha.png
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name: Buddha Statue
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- src: img/custom models.png
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name: Custom Models with Sphere
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- src: img/pcss.png
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name: PCSS in action
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- src: img/sponza.png
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name: Sponza example scene
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featured: yes
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featured: yes
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layout: "project"
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layout: "project"
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---
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---
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@ -28,7 +19,7 @@ Cross-platform game engine specializing in the real-time rendering of physically
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<!--more-->
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<!--more-->
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---
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---
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{{< resource page="projects/prism" name="PCSS in action" >}}
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This engine is the summation of all of my graphics developer knowledge. The list of features is not limited to:
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This engine is the summation of all of my graphics developer knowledge. The list of features is not limited to:
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Before Width: | Height: | Size: 463 KiB After Width: | Height: | Size: 463 KiB |
Before Width: | Height: | Size: 492 KiB After Width: | Height: | Size: 492 KiB |
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@ -7,9 +7,6 @@ license: MIT
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tags:
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tags:
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- C++
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- C++
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- 3D
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- 3D
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resources:
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- src: img/output.png
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name: Screenshot
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layout: "project"
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layout: "project"
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---
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---
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@ -20,6 +17,8 @@ CPU raytracer.
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This is a CPU-based raytracer, and also my first! This features things such as:
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This is a CPU-based raytracer, and also my first! This features things such as:
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* Naive multi-threading support based on tiles and utilizing C++ futures.
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* Naive multi-threading support based on tiles and utilizing C++ futures.
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* Ability to load arbitrary OBJs and render them.
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* Ability to load arbitrary OBJs and render them.
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* Indirect light sampling.
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* Indirect light sampling.
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Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
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@ -7,9 +7,6 @@ license: GPLv3
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tags:
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tags:
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- C++
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- C++
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- Qt
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- Qt
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resources:
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- src: img/screenshot.png
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name: Screenshot
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layout: "project"
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layout: "project"
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---
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---
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@ -22,4 +19,6 @@ I was super interested in Matrix back in 2018, and thus
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was determined to create a client similar to Discord that
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was determined to create a client similar to Discord that
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could help users who were looking for a similar experience. Trinity was born, and I learned a ton about the Matrix specification and Qt/QML development from this project.
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could help users who were looking for a similar experience. Trinity was born, and I learned a ton about the Matrix specification and Qt/QML development from this project.
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Unfortunately I could only recover an older version of the source code, but it's still completely functional today. However, The commit history is wiped clean. It used to feature some stuff that didn't exist in some of the most popular Matrix clients back then, such as audio/video calling (using WebRTC) and custom emotes.
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Unfortunately I could only recover an older version of the source code, but it's still completely functional today. However, The commit history is wiped clean. It used to feature some stuff that didn't exist in some of the most popular Matrix clients back then, such as audio/video calling (using WebRTC) and custom emotes.
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Before Width: | Height: | Size: 201 KiB After Width: | Height: | Size: 201 KiB |
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@ -8,9 +8,6 @@ license-url: https://git.sr.ht/~redstrate/watersymbol/tree/main/item/LICENSE
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tags:
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tags:
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- Java
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- Java
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- Game
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- Game
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resources:
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- src: img/screenshot.png
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name: Screenshot
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layout: "project"
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layout: "project"
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---
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---
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@ -21,9 +18,10 @@ Fire Emblem clone for a course final project.
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A Fire Emblem clone using libGDX and Java. This is for a course final project, and it features stuff like:
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A Fire Emblem clone using libGDX and Java. This is for a course final project, and it features stuff like:
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It features:
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* Proper A* navigation for enemies, and is also player unit pathing.
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* Proper A* navigation for enemies, and is also player unit pathing.
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* All the assets are wholly created by me, except for the default Arial font included in libGDX.
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* All the assets are wholly created by me, except for the default Arial font included in libGDX.
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* Working gameplay loop, allowing you to kill or be killed by the enemy units on a test map.
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* Working gameplay loop, allowing you to kill or be killed by the enemy units on a test map.
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* Maps can be created in Tiled, allowing for easy authoring.
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* Maps can be created in Tiled, allowing for easy authoring.
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@ -6,9 +6,6 @@ tags:
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- OpenGL
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- OpenGL
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- C++
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- C++
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- 3D
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- 3D
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resources:
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- src: img/IMG_0160 copy.png
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name: Screenshot
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layout: "project"
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layout: "project"
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---
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---
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@ -19,6 +16,8 @@ My first OpenGL based game engine.
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This was one of my first custom game engines, and my first foray into using OpenGL for a serious project. Unfortunately, I have lost all of the source code, but the image below is what I was able to save from a dear imgui screenshot thread.
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This was one of my first custom game engines, and my first foray into using OpenGL for a serious project. Unfortunately, I have lost all of the source code, but the image below is what I was able to save from a dear imgui screenshot thread.
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From what I remember, it had the following features:
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From what I remember, it had the following features:
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* Custom editor using dear imgui
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* Custom editor using dear imgui
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* the tabbing library was based off of XYZ's engine since the docking branch did not exist at the time.
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* the tabbing library was based off of XYZ's engine since the docking branch did not exist at the time.
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Before Width: | Height: | Size: 660 KiB After Width: | Height: | Size: 660 KiB |