Demo examples and small games.



Example of the GPU-computing technology. It uses the DirectCompute of DirectX11. This example demonstrates the GPU as a particle calculator. The CPU does not process or generate particles.

Text scripts are located in the folder Scripts\GpuParticles.sln (project for VS2008).
Shaders for computing (compute shaders) are located in the Shaders and have the prefix "cs".
They are uber-shaders. The combination of macros and includes is needed.

The compute shaders emit particles in several volumes: sphere, torus, ball, spiral. Other shaders process
position, velocity, and size of the particles. Also they sample texels from atlases of the particle textures -
particle has UV-MUL-ADD combination.

Shaders use buffers of UnorderedAccessView (random read/write
access) for processing
and storing the indices of the particles of waste ("dead") for the generation of new particles .

Download (400).
Needed: Windows 7, DirectX 11-compatible graphics card, shaders 5.0.
Moving - hit mouse wheel and move. Rotation - hit right mouse button. Zoom - mouse wheel.




Small game demo.

Fly-shooter game from the third person. Simple story : the player arrives at the island where lost control of the experimental
samples robotics. Hero will move around the map, perform tasks, kill metal villains.

Needed: DirectX9, shaders 2.0.

Installer (14), or rar (18). Video, screenshots screens of models 3DS Max.




Map editor.
The editor allows you to create maps of gaming missions. To manipulate the map tiles, paint on the surface of different coatings (grass, sand, stones, etc.) with a pencil or a templates, define fog of water depth. To place units and objects of the map environment.

This example demonstrates the collision of the bolide (bullet shells, grenades, etc.) with bounding volumes.
These volumes can be box, cylinder, sphere, low-poly geometry.

Needed: DirectX9, shaders 2.0.

(1.2Mb) download

Particle emitter.
Example demonstrates the particle emitter. There is a little application code Vulcan, engine libraries and headers.
Also there are scenes editor allows you to adjust emittery particles.
Needed: DirectX9, shaders 2.0, code: VisualStudio2008, DirectX9 SDK October2006 or later.

download (4.6Mb).

Glow effect.
This example demonstrates the glow effect with customizable parameters.
There is application code, libraries and headers of engine.

Needed: DirectX9, shaders 2.0.
Code: VisualStudio2008, DirectX9 SDK October2006 or later.

(1.7Mb) download

Reflections on the water.
Needed: DirectX9, shaders 2.0.

(3.8 Mb) download

Interior of the cinema.
(800Kb) download

The demo scene. Demonstrates technology of planar reflections, specular
lighting and texture animation.
There is application code, libraries and headers of engine .

Needed: DirectX9, shaders 2.0.
Code: VisualStudio2003, DirectX9 SDK October2006.

(2 Mb)

Per-pixel lighting of spotlights.
Technique is implemented through a projective texture mapping.
Needed: DirectX9, shaders 2.0.

(4 Mb) download


Implementation of the rain and the night.
Needed: DirectX9, no shaders.

(5 Mb) download

Night lighting.
This example demonstrates the light sources without lighting. Implemented through
billboards and planes.

Needed: DirectX9, shaders 1.4

(1.6 Mb) download

Screenshots from the old demo RTS game.

Old game demo. Running around the room, destroying robots, collect bonuses and ammunition.

Needed: DirectX7. Win8 may be not support.

(58 Mb) download