 |  | | The Rhino-Isle by Alexander Wendler | This is a nature demo. The Camera flies over two islands. There are about 10.000 trees, grass and few rhinos. They all are animated, shaded and reflected on the water surface. To see all effects you will need at least Geforce3/Radeon8500 (not Geforce 4MX). Please use at least Forceware 52.14 driver on Nvidia cards or CATALYST 3.10 driver on ATI Cards.
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 | | Psycho Tah Tah by Alexandre Leuckert Klein | Interactive demo featuring: 16 Bit 512x512 RAW Terrain, Pak System, DLL Support, Scripting System, S3TC, Sound using OPENAL.
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 | | Dentro by Andrew Voroshilov "XperienS" | Tested on several machines and went well enough even on a TNT 2 Riva ( a little bit slow ). So recommended requirements for this projects are: 600+ MHz CPU, about 128 Mb RAM, GeForce 2+. No Extensions used in this demo so it should run on TNT.
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 | | Rundolf by Annie Couyoumdjoglou | Christmas demo featuring Santa and his reindeer. Should run smooth on most hardware configurations. Keys: 'P' to pause, 'R' to restart, 'Esc' Exits.
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 | | Maybe by Attila Incze | The author tries to affect your spirit... After you've seen it, permit Yourself a minute to think about it! Recommended hardware: 2*3GHz dual CPU, 2*4 GB RAM, GeForce FX 5900 Pro or Radeon 9800 Pro with 256 MB.
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 | | Terrain Demo by Christophe Riccio "Groove" | You can change CLOD level with the key "PAGE UP" and "PAGE DOWN". The program will close when you press the escape key. Requires a graphics card with 4 textures units such as GF3, GF4 ti, GF FX, Radeon 8xxx and Radeon 9xxx.
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 | | Night Light by Christopher Crowe | This demo SHOULD be compatible with just about any video card used today. All effects are still displayed / supported regardless of what extensions your video card has. Just be sure that the latest drivers for your video card are installed.
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 | | DN by David Negulici | NPR Sketch-Type Shading. This is the second version of the final demo because of incompatability within Cal3D with Windows98SE. Works on Win98 / Win2000 P200MMX with ATIRage128Fury, Win2000 DualP3_500 with GF2 and Win XP P4_2600 with a GF3Ti200.
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 | | Beach by Derek Lamberti | This demo is tried and tested on my GeForce 4400 Ti and a Radeon 9800 PRO. It requires 4 texture units to run and makes use of Vertex Buffer Objects, so the Latest Drivers will be required. It does not use vendor specific extensions, but CG may be a problem for some non-nVidia cards.
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 | | Naskel 3D by Estève Olivier | Cartoon Rendering to the max. Tested on Windows XP Pro, Ati Radeon 9800 128 mo, P4@3Ghz, 1 Go Ram; Win2k Pro sp4, GF3 Ti200 64Mo, 512Mo, AMD Athlon XP 1700+; laptop: XP Pro, Radeon 7500, P4@2.4GHz, 512Mo; BI P3@500Mhz, 1280Mo SDRam, GF3; Win98, GF3 Ti 500, AMD@1.4GHz, 512 mb ram PC2100 and XP Pro, AMD Athlon XP 1800+, GF4 Ti 4200 128 Mo, 320Mo SDRam PC133.
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 | | GLslang Shaders by Florian Rudolf | This demo shows some shaders written in the new high level shading language GLslang. Requirements: GL shading language support on your graphic card (this demo will NOT run without GLslang support). You will also need the OpenIL library (openil.sourceforge.net).
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 | | Ocean Water Demo by Florian Zitzelsberger "ZMaster" | Advanced vertex and fragment shaders (v. 2.0) are not required but image quality is really crappy on hardware, which doesn't support them. Fragment shaders are used for per-pixel lighting, bump mapping of the water surface and cube map reflections. The boat model is also per-pixel lit on appropriate hardware.
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 | | Reflection by Frank de Bresser | Reflective scene with relaxing music. Download the latest drivers for your videocard. If sound isn't available, check if you've installed the latest drivers for your soundcard.
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 | | Destiny by Gautam Narain | Castle in the Forest... Requires OpenGL Compliant Video card and 256 MB Ram. Extensions Required : GL_ARB_multitexture and GL_EXT_fog_coord.
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 | | Status Unknown by Graham Aldridge | Seek and Destroy... D3D is really dodgy, it's there just as a last resort so only use it if GL really breaks. If you don't have a 3D sound card you won't get any sound. Don't worry, I'm working on it. If your video card has only one texture unit (by god!) you won't get any lighting on the terrain.
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 | | Gun-Tactyx by Leonardo Boselli | A CROBOTS-like game with QUAKE3-style graphics. You can read more details about the game in the file "GUN-TACTYX_Manual.htm". This program is intended for the Windows platform (Win98 SE or higher). The development machine had the following hardware: Windows 98, Athlon 800 MHz, 256 Mb, Asus V6600 (GeForce 256 SDR 32 Mb), SoundBlaster Live!
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 | | Volition by Maarten Kronberger "McCLaw" | Trippy demo with cool soundtrack. Tested on a P3-733 with a Geforce 2 video card running at 800x600. It runs OK, but occasionally the frame rate drops to 40fps.
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 | | A Study Of Effects by Matthew Strahan "Strider" | A new algorithm that creates great terrain along with an algorithm written from scratch to do terrain shadowing real time. Tested on a GeForce 4 Ti 4200 128MB.
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 | | Seasons by Michael Edwards | This demo loops between two seasons, winter and fall, among a randomly generated terrain filled with trees, snowflakes, and snowmen. This demo runs for about seven minutes. Features: Multipass texturing, Particle systems, Quadrics and Fog.
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 | | Fountain by Michael Wallace "Custard Slice" | Designed to run on any video card that supports multitexturing and vertex programs through nVidia's cg language. Please ensure that you have the latest video drivers for your card to prevent any problems. The demo is relatively CPU intensive too, so a 1Ghz+ Pentium III or Pentium IV CPU is highly recommeded.
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 | | Your Fingers So Gently On My Skin by Michal Staniszewski "bonzaj" | The engine uses PixelShaders 2.0 (that means ARB_fragment_program or NV_fragment_program). So here is the list of supported cards: nVidia GeForceFX5200+ (www.nvidia.com), ATI Radeon 9500+ (www.ati.com) and others that meet requirements from the Diagnostics panel. DivX version available from http://kolos.math.uni.lodz.pl/~plastic.
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 | | Tranquillity by Mirko Teran-Ravnikar "DarkWIng" | Demo was created for nVidia GeForce 3/4/FX series of cards and CPU @ 1.5GHz or more, running Windows 2000 or XP. Demo might work on other cards/CPU/OS combinations also, but with low quality/performance. Windows98/ME users can also expect some issues. Please use the newest graphic card drivers you can find.
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 | | Waving Flame by Oliver Pilarski | Simulates a one-phase 3D-fluid flow on a 16x16x16 grid. It renders a flame by 3D-volume rendering, using a 3D-texture, thus it is required to have a GeForce3 based card, in order to have 3D-textures in hardware. If not it may run, but in deed very, very slow. The flame is mirrored on the moving water surface, which is animated using a procedural perlin noise effect.
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 | | Water Garden by Patrick Maher | Extremely detailed water scene. Requires multitexturing extension. Tested and works on: P3 533Mhz, 256MB RAM, 16MB TNT, WIN2k - Runs Slow in certain areas; P3 866Mhz, 256MB RAM, 32MB TNT2, WIN2k - Runs Slow in certain areas; P4 2.4Ghz, 256MB RAM, 64MB GF4 MX440, WIN2k - Runs Good.
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 | | Furries by Paul Kitchin "Enigma" | Bouncing Furries featuring Multi Pass (slow), Single Pass Multitexture (fast) or Fragment Program (fast) Terrain and Interactive or Non-Interactive modes. Interactive allows you to to control the camera and runs indefinitely.
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 | | The Voyage by Phil Bignall | Control a ship with the keyboard. Coded and built on a P4 1700 MHz with 512 MB Ram and a 64MB GeForce4 Graphics card.
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 | | Ball Dodger by Philip Leszczynski | Heightfield Terrain Map, Skybox, Particle System (for sparks) and "fake" skeletal animation. Uses the GL_EXT_compiled_vertex_arrays extension. The program will work if you don't have this extension but it's recommended that you do.
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 | | Lake Of Fire by Pipes Clangor | Could this be hell? Tested on Windows Me, AMD Athlon 1.2 ghz, 320 MB of RAM, NVIDIA GeForce4 Ti 4200 AGP8x, SoundBlaster Live 5.1. Anything less will make it go really slow.
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 | | Demo Engine by Samuel and David Larkin | You might need a big machine because there is a lot of particules in this demo. We used: AMD Athlon 2000+XP and GeForce4 Ti4680 and 512megs ram.
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 | | Floating City by Shawn Silsbee | A single-scene demo in which the user takes a guided tour through a "city-on-a-rock" floating in space. There is also a Free Look Mode, Written on an Athlon XP 2100+ with a Geforce4 Ti4200.
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 | | Ocean by Steve Braeger | A cool ocean scene with a neat lighthouse and a specially texture mapped dynamic ocean. Unfortunately, it wasn't finished in time because the author started at 11 am on Jan 31, 2003. He couldn't bring himself to just throw it all away when midnight hit, so here it is.
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 | | The Test by Tamas Marki | Requires Windows 2000/XP, a CPU of at least 1 GHz, OpenGL 1.2 compatible graphics card (GeForce 2 or above recommended) with up to date drivers. Developed with: AMD Athlon XP 1600+, 384 MB of 266 MHz DDR SDRAM, Connect3D Radeon 9200.
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 | | Lost In The Details by Tim Graupmann | Details are often missed, so I'll list the effects I used so that it will be easier to see them when you run the demo. Card Drop Effect, Sweeper Effect, Sky Effect, Perspective Effect, Warped Effect, Collision Effect, Lighting/Fog Effect, Music Effect.
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 | | Shader House by Vrej Melkonian | A collection of 30 shaders, all written using OpenGL's ARB_vertex_program and ARB_fragment_program. It is intended to "show off" and explain at the same time with subtitles. Your video drivers must support version 1.3 minimum and have certain extensions present: GL_ARB_vertex_program, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_SGIS_generate_mipmap, GL_ARB_vertex_buffer_object. Anything below that will only allow you to see the intro.
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