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Filed under: — Sascha Willems @ 17:42
In this section I present all bigger projects, games and applications I have finished over the past few years. They have all been written using Borland’s Delphi and they all use OpenGL as the rendering API of choice. Click on an image to get more info about the selected project.
The projects are sorted chronological with the newest project at the top of the list descending towards my older projects.
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The game I’m currently working on since august 2006. It’s a turn-based strategy game set in a not-so-distant totally hostile future. In the semi-realistic scenario there are only five huge nations left that don’t give a damn about peace negotiations or even peace contracts. So it’s the players job to lead one of the nations to total world-domination, which can only be achieved by annihilating all other nations. You’ll have to manage your regions, construct buildings (out of a list of over 40 different buildings), research technologies, create armies to crush your enemies and you can even hire spies to get important information on your enemy and even use those spies to do some sabotage on them.
Update august 2007 : “Phase 1″ has finally been released. This marks the most important step of the this project so get your copy while it’s still hot! Phase 2 will follow sometime around 2008. |
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This small tool creates a 2D texture out of the animation of an explosion that can then later be used within an application to quickly render animated explosions. For this it renders the single frames of an explosion into a grid on a texture and exports that texture for later use in your application. All you then need to do is draw a single quad with this texture and change texture coordinates over time for a nice explosion. I mainly made this tool because the other free explosion texture generators were not flexible enough, so this one lets you set a lot of parameters, change the grid division, set the texture size and most important exports your animation to a PNG including a full alpha channel. |
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Up until now my most ambitious and feature-rich project. The Newtonplayground is an open “playground” that can be used to try out all of the features the Newton Game Dynamics Engine, a physics engine for realtime applications, offers. You can make some simple scenes but also create huge and complex objects that you can then interact act with in a physically correctly simulated environment. Starting with the simplest primitives over to complex user-made meshes, motorized joints and dampers and springs, almost everything is possible with this application.The project itself is final though I plan to updated it every time a major update of the Newton Game Dynamic engine is released. |
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Jagdgeschwader was my entry for the 2005 “Dogfight”-Contest over at PGD (Pascal Game Developement). The contest went from January 1st to March 15th and the winners were announced on April 1st, Jagdgeschwader scored the second place. This section contains some information, screenshots, the download (including all sources) and some additional infos like a Post Mortem on the project. |
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After I successfully brought an old classic game (NapalmBomber) into a modern 3D-environment, I again tried to do this with another classic game.
This time it’s a game based on “Dr.Robotnik’s Mean Bean Machine” (outside of Europe also known as “Puyo Puyo”) that has been released on Sega’s MegeDrive (Genesis) in 1994 and roughly plays like tetris but with colored beans instead of blocks.
As with NapalmBomber3D it plays almost like the original game, but as said with modern graphics thanks to OpenGL and some additions like a real story mode and different high-score lists. |
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This was my personal take at recreating a game with the mood and gameplay of shoot’em’up-gems like R-Type or Salamander. It had a different perspective (from behind the player’s ship) and also had graphics that we’re on par with commercial games when I worked on it, even including full-screen bloom. But due to a lack of feedback and the gameplay not being as fun as I wanted it to be I stopped it after release a second demo which is fully playable and indludes 5 story-based missions together with an endboss. |
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SETH (Shader Experimenting and Testing Hive) is an opensource IDE for developing shaders for OpenGL that are written in the fxPascal-HLSL (High Level Shading Language). The IDE comes with all needed helpers like a shader editor with syntax highlighting, an integrated HTML help a scenetree and an OpenGL-preview and many sample shaders.
I wrote this in order to have an IDE for the fxPascal-HLSLS, as back at that time the only way to write shaders for OpenGL were the assembler-like vertex- and fragment programs. |
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This is my take on the famouse Bomberman(tm) series of games, where four players try to bomb each other out of the match on differen maps. But this time with nice graphics and on a variety of different scenarios (a forest with huge mushrooms, egyptian gardens, hand-drawn scenery, etc.). The game uses OpenGl for rendering detailled scenes with explosions, shadows and animated characters and the game can be played by up to four human players, either via network or on one PC. |
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After implementing a terrain engine into my ZornGL-engine I needed a tool to create some nice-looking terrain textures and therefore decided to create the “Terrain Texture Generator”. Basically it’ll take a heightmap (greyscale) and will create a texturemap with shadows (if wanted) based on different textures for each height-range.
Over time it evolved and I released different version with each one having new features like bigger texture-sizes (up to 4096×4096), a new interface and the possibility to store texture-sets. |
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ucGL was a totally re-programmed version of “Unknown Constellation” and with it I tried to transport the turn-based gameplay of games like Masters of Orion and Ascendancy into realtime, combined with state-of-the-art graphics. But after releasing two tech-demos I realized that such gameplay was too overwhelming for human players in realtime. And together with the fact that it would have taken me ages to create the needed content back then I decided to stop this short after releaseing tech-demo #2. |
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An OpenGL 3D-Engine that I developed as my final project in school back then (for the “Höhere Berufsfachschule für Compute- und Automatisierungsrtechnik”) within a time-frame of 6 months. So far it worked good and I even finished a small game to show off my engine at school (called “Ancient Rites”) with multiplayer-support. After getting the highest grade for it I started to use it as a base for a RPG but dropped that project some months after. |
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The hellraiser series of horror movies (based on the novels of Clive Barker) is well-known with horror fans around the world. This is a small screensaver I wrote in order to learn how to use OpenGL and the BASS soundlibrary. It renders the rotating hellcube on-top of a reflective pole and randomly shakes it to play samples from the movies.
Also included is the whole Delphi sourcecode. |
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Sidus Obscurus was one of the first games that I programmed in Delphi (and for windows). It used DirectX (via the DGC-Components) for graphics, but has been halted because of those components not working with newer graphicscards and because of the somewhat boring gameplay. And also since it was one of my first bigger game projects I made a lot of mistakes and had to deal with a lot of problems.
So After two years of developement I decided to stop it in early 2001, but the last version was already playable and there wasn’t much missing except for e.g. a stroy-mode. The gameplay was a mix between games like Ascendancy and Command&Conquer and I also even implemented a very basic AI you could fight against. |
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nice games i like the playground the best =]
hey sascha, you have great game making skills and your opengl tutorials are superb…it’s guys like you that show what delphi is really capable of….thx and great website too !!
A good project for you game designers out there is a parkour/tricking game… that would be awesome. If you don’t know what it is check it out on youtube.
Project ‘W’ Rules!!! Dude, your game kicks ass so much that I stopped playing Civilization 3. Your graphics are way better. Also I am wondering if you will release a real world or modern world based geopolitical simulator? I know it sounds like a daunting task, but I think you are very close to releasing your own “Mission President” type game here. I am so glad you came back to this project. Seems like nothing out there like this yet. For a starter game it has a really polished feel. It works good with WinVista thus far. Nice concept, you sure did your homework on this one. Keep up the good work!
Nice Portofolio! I will definitly check everything out, One problom though, the link to Jagdgeschwader is dead. Could you please fix that?
best regards
That’s odd, I just tested and the download for Jagdgeschwader works fine. Though my webspace recently switched to a different server (upgraded my hosting package) and you maybe tried to download it while the server-move was going on. So just try again and let me know when it still isn’t working.
awesome games! the playground game is like the Sandbox mod for Battlefield 2 (if you don’t know what that is, look it up in Wikipedia)
Could you provide a dowload link for your ZornGL-Engine rpg or anchient rites
i’d like both if you can.
No, neither the ZornGL engine or ancient rites are available as downloads. Both are very old projects that I made for school and not for public release.
Help, your game is hot (1.2), Please tell me where I can get the full verison 2?
This is the full version, “Phase 2″ will “just” be the successor to “Phase 1″. So what you can download right now (“Phase 1″) already is a full version freeware game.