GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
oZone3D.Net - Demoniak3D Code Samples

Demoniak3D

Code Samples

» Back to Code Samples Index





Code Sample 6  

Shows how to create a more complex scene with terrain, animated textures, skybox, HUD and models. Shows the influence of vertex buffer objects (vbo) to increase the speed rendering.

Keywords: camera - limit_position - skybox - uv_map_op - texture - material - mesh - terrain - attach_material - heightmap - u_tile - v_tile - u_move - v_move - hud - blending_params - model




Code Sample 23  

Shows how to use lightmaps to create soft shadows. Shows how to use use LUA scripting to simalute the water surface by moving the mesh plane vertices.

Keywords: include - scene - check_hardware_caps - mesh - bump_mapping_attach_light - model - material - script - lua - lightmapping




Code Sample 40  

This code sample shows how to achieve a more complex scene with reflective water (reflective surface that simulates water movement), a particle system, a terrain and a skybox.

Keywords: include - scene - mesh - terrain - particle_system - primitive - line - skybox - light




Code Sample 60  

This code sample shows first how to perform screenshots and how to export the current frame to an external rendering software such as POVRay or YafRay in order to get a raytraced rendering image. It uses functions of the LUA API that are linked with hotkeys.

Keywords: LUA - hotkeys - raytracing - POVRay - YafRay - HYP_Export.ExportSceneForRenderer




Code Sample 62  

This code shows how to simulate the sun activity. It uses several features of Hyperion and shows how to mix those different techniques to get a final result, such as primitives, mesh, blending techniques, multitexturing, sprites, billboarding, texture rotation, etc. and of course a LUA scripting code. Shows also how to split your projet in several source codes.

Keywords: include - hyperion_lib - LUA - mesh - primitive - shape_type - blending_params - particle_system - particle_system_action - texture - pixel_format - function_type - addressing_mode - spin_value - LUA - use_texture_matrix - billboarding




GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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