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Engine-Related Downloads
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Grain Engine Compatibility Demo (23 January 2000)
This is the first public (pre)release of the
grain engine. There's not much of an actual
test level. The purpose of this demo is mostly
to get feedback from you on whether it worked
without error.
I should be making incremental updates to the
engine from time to time as more features make
it in. Expect a much larger and more impressive
map in the next release. Please report bugs here.
Download grain01a.zip (502k)
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GUI System Demo (22 April 2001)
This is a small demo of the engine's new GUI system. I highly recommend
that you don't run it in windowed mode (even though that's the default option),
but it should still work. Just might be a little laggy. This demo requires DirectX7 and a 3D accelerator.
Use ALT-F4 to exit.
Download guidemo.zip (150k)
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Sky System Demo (16 April 2000)
This is a demo of the sky/clouds recently added to
the grain engine, my 3D engine project. The demo
shows one scene, but the engine can handle a wide
variety of settings for the skies, including multiple
static and scrolling layers. Sorry about the file size. There
are several textures.
Download skyclouds.zip (919k)
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Here are some miscellaneous downloads:
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3DS Conversion Tool (11 November 1999)
This is a small conversion utility which loads a 3DS object and
writes it out in a modified ASC format. Why release this tool
when many modelers and conversion tools already go from 3DS to
ASC? Simple! After much searching, I could never find one that
preserves the texture coordinates. What fun is that? This
utility writes out the vertices, texture coordinates, and face
indices. It does not write out any of the other parameters in
3DS files nor page numbers.
A word on credits: The bulk of the 3DS loading code was adapted
directly from a 3DS loader released by Jare of Iguana into the
public domain. All credits to him for that. This program is
basically just a front-end & exporter that works with his loader.
Download 3ds2asc.zip (25k)
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Beziér Patch Test Demo (10 September 1999)
This is a small technology demo meant to illustrate
the use of real-time cubic bezier curves/patches.
The demo itself is but a *very small* portion of a
larger engine project that I'm working on, so don't
think that this represents the full engine's state.
In fact, this demo is rather unoptimized. I did not add
forward differencing, which to the layman means I'm doing
many many multiplications that can (and will) be replaced
(mostly) with additions.
Due to the fact that the control points are moving, the
mesh is regenerated each frame. If you set the number of
steps high, it will be a rather expensive operation to build
and render a dense mesh. Luckily you have control over
the amount of detail, so the demo should run quickly on
just about any system if you manipulate the settings
appropriately. A 3D card is highly recommended.
Download bcurve.zip (193k) * requires DirectX 6
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OpenGL Compatibility Test (25 August 1999)
This is simply an opengl compatibility test. It
is not a demo of my 3D engine nor should it represent
my programming skills. Put simply, this is an
extremely simple/silly demo I threw together just to
see if my first try at OpenGL rendering code is
working properly.
The idea behind this small and pointless demo was to
see how long it would take to go from knowing very
little about OpenGL (I always used Direct3D) to
creating a working OpenGL application including full
texture mapping and vertex coloring. This is the
result. It took roughly two hours to code (and learn to
use OpenGL). A lot less time than D3D took ;].
Download gltest.zip (119k) * requires opengl32.dll of course
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Any files on this page you may download only at your own risk. I can
not be held responsible for anything that may occur due to the usage of any of
these files. If you don't agree to that, you're not granted to permission to download anything
from these pages.

copyright (c) 1999 kurt miller. all rights reserved.
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