This section contains all of my bigger projects in descending chronological order. All of them are free (some contain the complete source code) and have been written with either Embarcadero’s Delphi and/or Lazarus und Free Pascal and use OpenGL for rendering their visuals. Click on the icons or links to go to their respective pages.

(2018-Current) Vulkan physically-Based Rendering using glTF 2.0 models

Project details

Open source physically-Based Rendering example implementation with image based lighting in Vulkan using glTF 2.0 models. Written in C++ with support for Windows, Linux and Android.

The lighting equation is based on the reference glTF PBR implementation from Khronos.

(2015-Current) Vulkan C++ examples


Project details

My github repository containing almost 30 open source C++ examples for the Vulkan API. The examples demonstrate different functions of the API, ranging from a basic triangle setup to shadow mapping, post processing over to multi-threaded command buffer generation. Examples work across different vendors and run on Windows, Linux and Android. They’re constantly evolving and I plan on adding more examples in the future.

(2015-Current) Vulkan Hardware Capability viewer and database


Project details

As with the C++ examples, this is another launch day contribution of mine. The client side application, available for Windows, Linux and Android reads Vulkan implementation details and uploads them to an online database. The database is aimed at Vulkan developers to check details on different implementations and compare differences amongst them.

The client side application (written in C++ using Qt for the UI) as well as the database front-end (PHP + MySQL) are both open source and available at github.

(2009 – 2014) Projekt “W” – “Phase 2”

Project W

“Phase 2” of Projekt “Weltherrscher” is be the successor to “Phase 1” and will bring a lot of changes, many new features, bugfixes, and last but not least a lot of new content to Projekt “W”, including a new user interface, new units and buildings, new technologies to research, new game play modes, global projects and much more. So “Phase 2” will built upon the base created for “Phase 1” but making it an even complexer, but still more fun-to-play game with a lot of feedback from the community being implemented alongside all of the planned new features.
More info on “Phase 2” of Projekt “W”…

(2013) Trugbild (Competition entry)


Trugbild was my entry to the 2013 Pascal Game Development challenge themed “at your command”, running for a whole month. This is more of a psychologic experiment than a game, and has you guide a dying character through it’s mind by making decisions pertaining to his past life. It’s made up of several chapters with story-driven dialogues that are display from the player’s point-of-view on his death bed, with close friends and family surrounding him.
More info and download…

(2012) Dungeon Crawler Prototype


This dungeon crawler demo is based on my article on random dungeon generation from 2010. It implements an algorithm for random dungeon generation for a limitless number of different dungeons with complete control over randomness and size. The demo comes with full source and implements a basic OpenGL dungeon renderer with per-pixel-lighting based on shaders, and also using the newton game dynamics engine for player collision and reaction. As this is a demo and not a full game it’s aimed at developers wanting to use random dungeon generation in their games, so the demo comes with complete source code.
More info and download with complete source…

(2011 – Present) OpenGL hardware capability viewer and database


glCapsViewer is a small application that reads out all of the capabilities of your current OpenGL implementation (currently against the OpenGL4.1-specs, including, if supported, shader limits, texture size limits, extensions and more) and displays them into a treeview for quick access. It also allows to export and import those reports to/from XML, as well as uploading these reports into an online database. The aim is to create a huge database with OpenGL capability reports of all the different graphics cards out there, as a reference for all OpenGL devs out there that need to know what GPU supports what OpenGL features without them having to test out on those differnt GPUs.
More info and downloads for glCapsViewer…

(2006 – 2009)- Projekt “W” – “Phase 1”

Project W

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.
More info and downloads for Projekt “W” – “Phase 1”..

(2009) Explosion Texture Generator


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.
More info and download for ExploTexGen…

(2004-2006) Newtonplayground


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.
More info and downloads for NewtonPlayGround…

(2005) Jagdgeschwader (Competition entry)


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.
More info and downloads for Jagdgeschwader…

(2004) Beanmachine


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.
More info and downloads for Beanmachine…

(2004) Terrorcide – The nuclear sword of damocles


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.
More info on Terrorcide…

(2003) S.E.T.H.


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.
More infos and downloads for S.E.T.H….

(2003) Napalm Bomber 3D


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.
More info and downloads for Napalm Bomber 3D…

(2002-2004) Terrain Texture Generator

Terrain Texture Generator

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.
More infos and downloads for TerrTexGen…

(2001-2003) Unknwon Constellation (Open)GL

Unknown Constellation (Open)GL

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.
More info on UCGL…

(2002) ZornGL

ZornGL Engine

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.
More infos on ZornGL…

(2001) Hellraiser(tm) Screensaver

Hellraiser(tm) Screensaver

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.
More info and downloads for the Hellraiser(tm) Screensaver…

(1999-2001) Sidus Obscurus

Sidus Obscurus

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.
More infos on Sidus Obscurus…