Matthew Doucette, Xona Games
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3D Graphics:
DOS 13h
3D Studio MAX

Other Interests:
Artificial Intelligence
Music Composition
Web Utilities

Traditional Resume
University Transcript


My Company:
Xona Games
- Domain Hacks
- Duality ZF
- Score Rush
- Decimation X

Jason Doucette
Genesta Doucette

3D Accelerated Real-Time Graphics

These are examples of my real-time graphics programming using 3D Accelerated graphics cards. Specifically, I programmed in Glide for 3Dfx based cards. Through the use of Glide Wrappers (also known as 3Dfx Wrappers) my work will now play on most windows (DirectX based) systems. I suggest zeckensack's Glide wrapper. (Thanks Rolf Neuberger, for creating this wrapper which enables me to showoff my old work!) Without a glide wrapper, you could only view my work on a 3Dfx card, which you probably do not have.

Everything on this page is self-taught.

3D Accelerated Real-Time Graphics Introduction

These are examples of my real-time hardware-rendered graphics programming. All coding was done in 3Dfx's Glide API in Microsoft Visual C++. This was all self-taught.

A note about Glide: Glide is not a full featured graphics API such as OpenGL, PHIGS, Autodesk CDKTM, or DirectX. It does not provide high level 3D graphics operations such as transformations, display list management, or light source shading. Glide specifically implements only those operations that are natively supported by the Voodoo Graphics hardware. In general, Glide does not implement any functions that do not directly access a Voodoo Graphics subsystem's memory or registers. What this means is that you have to understand 3D graphics and algorithms to program in Glide. Basically, only the inner code of a 2D 3-sided polygon rendering procedure is done for you.

To Be Continued... 3D Accelerated Demo

Official website of Saw Tooth Distortion's "To Be Continued...": (Saw Tooth Distortion is now Xona Games.)

"To Be Continued..." was first presented at Acadia University in April 1999 for my COMP 4983 final project. I coded it and Elwood (Jussi-Matti Salmela) composed the musical score ("Sick On Monday"). It showcases my abilities in real time three dimensional computer graphics rendering, 3Dfx, and music integration.

To Be Continued..." by Saw Tooth Distortion
(Xona Games was formerly known as Saw Tooth Distortion.)

Flat Shading

Specular Highlights / Gouraud Shading / Texture Mapping

Environment Mapping / Gouraud Shading

Object Wave / Gouraud Shading / Texture Mapping

3D Parameterization / Environment Mapping / Gouraud Shading

Phong Shaded Specular Highlights / Gouraud Shading

Download To Be Continued... (2 Parts)

Part 1 of 2:

To Be Continued...
(This is the actual demo itself.)
(3MB size)

Part 2 of 2:

zeckensack's Glide wrapper
(This is a glide wrapper, which is required unless
you have a 3Dfx Voodoo 1 or 2 graphics card.)
(Click the link to visit Rolf Neuberger's zeckensack page above
and download his latest glide wrapper.)

WARNING: To Be Continued... was coded for Voodoo 1 or Voodoo 2 3Dfx cards. A Glide wrapper (also known as a 3Dfx wrapper) is required for compatibilty with your windows-based system, unless you actually own and have a Voodoo 1 or Voodoo 2 3Dfx graphics card installed (very doubtful.) We suggest Rolf Neuberger's zeckensack's Glide wrapper.

To Be Continued... Special Thanks

Special thanks goes to the following people and companies which helped make "To Be Continued..." a reality. It can be shoking how much actual work goes into the production of even the simpliest application.

Jason Doucette for help in all fields and aspects of 3D programming. Jason basically taught me how to program 3D graphics.

Elwood (Jussi-Matti Salmela) (another website, another website 2, another website 3, another website 4) for composing the musical score for this demo. The song was composed in Fast Tracker 2. I have always been a big fan of his music. Elwood, if you are reading this, drop me a line.

Triton for creating Fast Tracker 2, the program that Elwood used to composed the musical score for this demo. Triton became Starbreeze Studios, a video game producer. Check out their games.

Tommy Krul for help with texture loading management. His Glide Programming Tutorial and Glide Programming Tutorial 2 articles helped a lot. Tommy, if you are reading this, drop me a line. Update: Tommy has dropped me a line! He is a software developer for Guerrilla Games in Amsterdam and has worked on Killzone for the PS2. Killzone won two IGN awards, PlayStation 2 Best of Show and Best Shooter! Tommy is currently working on Killzone 2 for the PS3! Very exciting work. I cannot wait to check it out. I wish him the best.

Omar Santiago for help with 3Dfx initialization coding. Omar, if you are reading this, drop me a line.

Andreas Ingo for 3dfx Programming Secrets (alternate link) which pointed my to Tommy Krul's articles and help me setup my compiler for 3Dfx-based programming.

Housemarque Inc. for letting me use their MIDAS sound system, released with full source code, for free in my non-profit demo.

3Dfx for creating the best 3D accelerator graphics card around, and releasing a free SDK to allow me to program the demo.

Other 3D Accelerated Demo Effects

Texture Mapped Tunnel

Environment Mapping / Gouraud Shading / Textured Mapping

Phong Shaded Specular Highlights / Gouraud Shading / Texture Mapping

Phong Shaded Specular Highlights / Gouraud Shading / Texture Mapping

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©1999.. Matthew Doucette, Xona Games.