EYEkanoids is a webcam-controlled Breakout/Arkanoids type game. I made it a few months ago but I dug it out, applied some polish, and decided it’s ready to post. Click here to play now (Note you need a webcam!)
This is an updated version of my sick and twisted realtime ASCII raytracer.

Seeing as I’ve gone back to playing with my real raytracer I thought I’d post this realtime animated raytracing demo before I forgot about it. Now with grid-based space partitioning, interpolated camera waypoints and a much more complex scene. Read on for full source download.
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I’m playing with my raytracer again; experimenting with various spatial subdivision schemes so I can render more complicated geometry. Expect source soon; here’s a quick pic from the current incarnation:

That’s the Stanford Happy Buddha model. I think it looks gorgeous
EDIT: Just to let you know, there’s a vastly updated version of this available!
This was on the old incarnation of Coldcity and was quite popular, so here it is again - sick and twisted realtime raytracing on the console
Read on for binary and full source.

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Here’s a game-in-a-day I made at the weekend. It’s a simple strategy game set on my windowsill, where little red mites live and disguise themselves in the paint blotches (yes, the house is a mess!). See if you can build and sustain a stable mite population in the face of feline intervention, political unrest and stormy weather. Read on for download!
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This is a sexy OpenGL 3D shell for Windows. Originally written in 2001, It was my Final Project at university and won me the Project Prize.

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Three fractal generators in C#, plus an application template for making your own zoomable renderers.

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aRT (another Ray Tracer) is a little Windows raytracer in C++. Read on for more pics and full source download.

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A cool recent C# project - Basilar is a web browser for Windows that builds a 3D city as you surf.

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A couple of weeks ago, inspired by the awesome Urban Dead, I knocked up an engine for map-based MMO games and created Firevale, a colonisation game. (Read More…)