OpenGL demos
I started programming 3D graphics five years ago with Direct3D. I never did anything good with
it and switched to OpenGL after being tempted by all the beautiful demos on the
NeHe website. I then understood what OpenGL and realtime
graphics programming was.

This is a MATLAB graph of the raw and filtered x and y position components captured from a P5 glove. The smooth curves are the result of filtering
the raw positions with a Kalman filter. We can see how it could predict the right positions that were generated by waving almost
perfect circles with the glove.
I wrote a demo showing Kalman filtering of the position of the P5 glove. I originally used the P5 with Carl Kenner's Dual Mode Driver
and found it really good but I wanted to learn and test the Kalman filter on real data because it can reduce the error to an optimal level.
That level may not be required for the P5, but I was curious enough to try it. This demo is based on my previous Hand demo. It will only work on windows because of the P5 drivers and libraries, unless you can substitute them.
Here is the demo. Read the readme file for the keyboard shortcuts and good settings to tweak the filters:
P5Kalman_bin.zip.
Here is the complete source code: P5Kalman_source.zip
When I have time, I will write a version with filtering of the rotation with quaternions which is a lot harder.

This is a new space invaders game which is a remake of an old one. I did not write the framework nor did the tank. I did all the gameplay,
logic, menus and the (ugly) monsters.

This is the level editor.
Here is the executable if you want to play the game: alien.zip. Here is the source code:
alien_src.zip. I will put a manual for shorcuts soon. Have fun! Press 'l' to load saved level, 'j' to play.
Use the mouse to control the camera and direction keys to move the tank. Use space to shoot.
This is a multiplayer game I built for a virtual reality class. I had to use the P5 glove for control.
I built all the engine with the help of Rob Bateman's maya exporter.
I also did some modeling, all the texturing, bone animation and some of the collision and control.
Mélissa St-Aubin modeled the two houses. You can download the game here. It works
with or without the glove, just plug it before starting the game. Notice that you need to press 'g' to lock the mouse
before playing.

Here you can see a panoramic view of the world.

A close up on the houses.

A look at the beautiful sky.

This shows how the glove can help express your emotions.
This is a prototype of a new game I am working on. It is a virtual hand that you can control in real
time by the P5 glove. Each skelton can control multiple vertices for a realistic simulation. If you don't
have a P5 glove, it will not work. Download.

Bend the fingers to see the hand.

The skeleton and animation used to deform the hand.
Now I am interested in the Graphical Processing Units and their possibilities. I will implement
vertex and pixel shading with GLSL in all my future projects thanks to my new 200$ CAD NVIDIA 5900 TX
bought from eBay. They still sell for 400$ CAD plus taxes in shops here. With this video card I can't
loop in my shaders but I don't have money to burn for a 6 series.

This is the last engine I am working on. It will be used for my new chess game. It can use fixed or
programmable shading. You can download the executable here. You may need to
download and install the SDL library.
I am currently working on an open source GPL or LGPL chess engine. I will include my own AI
but will also let the player use the much better AI popular engines. My goal is to provide the
best graphics for Linux in a simple but complete game.

This is the 3D rendered prototype of my new chess engine. More information can be found in the modeling page.
This chess game was started as a graphics project for a class. No AI was implemented but picking and two player gameplay with animation was possible.

This is the initial prototype rendered with 3D Studio Max. I used this program a
long time ago before I fell in love with the interface of Maya.

This is the initial prototype in OpenGL with textures so ugly that jpeg can't even compress the screenshot.
The interface was done with the free GPL version of QT for linux.

This is an OpenGL version meant to look like the original intended version. It has problems with the
textures colors. Contrarily to my new game, I am not the author of these models except the marble chess table.

This is the final looking version with graphics rendered in blender for the interface.

Here we can see some features of CAD application implemented in a chess game (useless for playing chess).