Contest: Creative Labs Europe

NeHe Productions OpenGL Challenge Number Eight!
CREATED BY: Creative

Deadline:

    All Entries must be in by midnight (MST) Jan 14th, 2004. This contest was announced Oct 2003.

Theme:

    Create The Most Amazing OpenGL Demo You Can... Paying As Much Attention To Detail As Possible!

Prize:

    I think we should mention the prize to give people the extra motivation. Basically I will upgrade the system of the winner with whatever I can. So this will probably be audio & graphics. Lets just says it's a Creative Upgrade and I guarantee the winner will not be disappointed!

Motivation:

      Now is your chance to be Creative!!!

Creative Labs Europe

    will be releasing a new video card very soon. To show off their video card they are looking for OpenGL demos that make people stop and stare with their mouths wide open. If you have what it takes, your demo could be selected as one of the demos packaged with their new video card. Not only is this super cool, but it's also a very rare opportunity to have your work viewed by thousands of users world wide! Want to make your friends jealous...? Here's your chance :)

Rules:

  • All demos must use OpenGL.
  • Source code is optional. However, it is the source code that benefits new programmers visiting this site.
  • Because your demo could end up on a commercial CD I HIGHLY recommend you do some heavy bug testing before sending demos in.
  • You are not required to use the NeHeGL basecode. Any basecode can be used as long as it's free to use in a commercial product.
  • If you use extensions, you better have something to fall back on if the card doesn't support it! Most site visitors do not have high end cards.
  • The demo must provide a quick way to exit without crashing. ESC is the most common method.
  • Demos should run from start to finish without interaction... It can loop, but must allow the user to exit at any time.
  • If you wish to code an interactive section, add a startup menu that allows the user to select "Run demo" or "Run interactive" (free to use your own wording).
  • Demos do not require a sound track; however most people enjoy demos with music more than silent demos!
  • On that note, if you use music in your demo, it must be an original score, PD, or you must have signed permission from the author.
  • If English is not your native language, have someone proof read your text to make sure it translates correctly.
  • Try to keep effects original. Nothing worse than thousands of people thinking you're lame for stealing ideas!
  • This contest is open to everyone!

Legal Issues:

      CREATIVE ALONG WITH NEHE PRODUCTIONS SHALL NOT BE LIABLE TO YOU OR ANY THIRD PARTY FOR ANY INFRINGEMENT

 

      OF COPYRIGHT, TRADEMARK, TRADE NAME OR TRADE SECRETS RIGHTS OF AN UNAFFILIATED THIRD PARTY.



  • All entries must include a disclaimer. NeHe Productions and Creative Labs Europe will not be held accountable, so protect yourself!
  • Use of Commercial libraries, sounds, images and code is completely forbidden! You must have permission to use all borrowed content.
  • Use of Trademark images, sounds, etc is also forbidden. This means no Coke cans sitting on a desk, no pictures of a BMW, etc.
  • Absolutely no profanity, naked people, racist remarks, etc. Easter Eggs are fine as long as they are kid friendly and demo related.
  • All entries require a readme file with the following information: Keys used to Interact, Quit the Demo, etc.
  • All entrants must include the following information in a separate file: YOUR NAME, CONTACT INFORMATION, and The Following Text:
  • I HAVE READ, AND FULLY UNDERSTAND THE LEGAL ISSUES AS STATED ON THE NEHE PRODUCTIONS WEB SITE IN REGARDS TO THE CREATIVE 2004 CONTEST.

Creative Labs:

      Extensions supported on the new card will more than likely be the same as the 5900FX.
      To answer the question and hopefully clarify a few other queries I saw on the web...
      1) The demo does not have to use any particular extensions or capabilities of the card. Most people developing will be using GeForce 2, 3, 4 so they can't do anything with extensions specific to GeForce FX based family.

 

      2) The demo does not have to be a single effect as some people have read into it. Rather it should be a single scene that may incorporate multiple effects. For example...



      You could have a nature scene with a pond surrounded by grass with a fog effect in the distance. So you would potentially be showing lots of effects... water effect with z-correct bump mapping, grass with masses of geometry or using alpha channel on textures to create the illusion, fog effect and / or other lighting effect. Alternatively one could go completely abstract and recreate a scene showing multi texturing, per-pixel lighting... there might be a particle system in there as well!

 

    The contest is to produce the most impressive visual effect possible. The means of getting there is not relevent. For example you could produce a flame effect using particle systems, or using shaders or a variety of other methods. The winner would obviously be the one that produced the most realistic flame effect regardless of whether it is 20K or 20MB. Hope that helps.

 

* * * CONTEST IS NOW OVER. ENTRIES CAN BE FOUND BELOW. * * *
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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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).
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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!
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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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.
Executable
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