A Selection of Obi's Programs

Here is a selected collection of some of the programs I have tinkered with over the years. I tend not to tinker with this sort of thing much these days - Never seem to have time. The projects are listed with the most recent first. Don't forget my Java stuff too. Source code is provided where available, and you may use it as you wish, but a credit if you do use it would be nice....


IBM PC

Poplist
(Windows95 App)

This a little utility I wrote to list the contents of a POP3 mailbox. Mostly this was just an excercise to get some experience of programming winsock and multithreading.

NewBoids Test Engine
(DirectX5 App)

This is the Engine I worked with in order to teach myself Direct3D programming. I had an engine to write at work, but time was short and I needed to experiment at home. There is little in common between the two engines, and the code is quite messy. However I still use it to try out new ideas, there are a few nice snippets of code in there. The engine comes with 3 modules: a default scene, a port of the D3D 'Boids' sample App, and the best bit... a Dark Omen Battlefield viewer mode.



DDVectorBalls
(DirectX App)

The Vectorballs are a test App for a DirectDraw Shell I worked on for a while. The Shell was superceded by a Shell with Direct3D functionality - so this was was never completely finished. It's a fairly stable bit of code (except the ALT-TAB and Dynamic Screen Res/Depth handling, both not perfect) but you could probably use it to bootstrap old DOS code into the 20th century. Thats what I used it for. As for the VectorBalls pretty much as you'd expect press + on the keypad to cycle through the shapes. The program will attempt to run in windowed mode, so if you do not have enough video memory for the program to run accelerated it will run in system memory and non-accelerated - yuk! The Alt-Enter combination will switch between full screen and windowed.



3d32 Test Engine
(Watcom 32-Bit DOS App)

This program is mostly 32-Bit 386 protected mode Assembly, but with some Watcom C code as the glue. The final executable was linked with the excellent PMODE extender, DOS4GW was far too hefty for a small program like this!

The core code took a rather strange development path being converted from a 16-Bit Dos all assembly version, which in turn was a port from the ST version I wrote, which of course was largely derived from the original version which was coded on the Amiga!!! Of course the code was 100% rewritten by the time this program was done.

The unusual feature of the program was that the objects were written in a special ODL (Object Description Language) which basically meant objects are programs. The engine code executes an object to draw it. This was a good idea in the ST/Amiga versions where every vertex was a big performance hit, but I probably should have dropped to a more conventional method for the 32-Bit PC version. (Too lazy to get it done).

N.B. The view model is a no-brainer and basically broken. However the code does have a few bits that may be of use to you.




Insignificant Demo (DOS 16-Bit)

This was my first ever PC program in Assembly Language. It is a conversion of an old ST Demo Screen I wrote (which is available below). My old partner in crime "The Creeper" put me up to it. He essentially taught me 286 assembly as we went along. I owe him one for that. It runs in 16 colour VGA mode.




Qlife (DOS 16-Bit)

This is an implementation of that old favourite "Conway's Life". It was written for speed on a 386/33 PC, so it's pretty unusable now!


Atari ST

These programs have been tested with the PacifiST ST Emulator program and been found to mostly work. You can find out how to satisfy your ST Emulation urges by following this link-> The Little Green Desktop

Insignificant Demo

This is the screen I wrote for the Decade Demo by the Inner Circle.




ZUUL Screen

This is the screen I wrote for the NTM Demo by the french crew Zuul.




STe Tracker Module

[Available Soon]





Amiga

3D Demo

[Available Soon]


Email: obi@clara.net