You know what you clicked on
A moment of silence for all my early Python projects which I lost due to switching computers.
After the project to design our own maze generating algorithms, we were tasked with implementing a simple one which relies on recursively dividing a chamber in half. It's a lot faster than the one I came up with myself but honestly I think the mazes look worse (; Made in C++.
Also a school project, it was supposed to be an algorithm for generating a serpenski triangle, but I messed with the values and created some interesting artwork. Made with C++ and 90's opengl.
Wanting to use smooth noise for my various games, I tried creating perlin noise. I followed a couple different tutorials, starting out with rendering it in the console but eventually used 90s opengl to display it to the screen.
A remake of the 2nd Rogue Adjacent. Essentially the same thing as the first (2nd) but with slightly smarter code. Very uninteresting compared to the original sequel, though it is the origin for a few of the textures I still use.
Having gained undeserved confidence after taking discrete math and programming 2, I decided to make an algebra solver in C++, after having failed in Python the previous year. I don't have any images of this one, since I failed to get it to work (lol)
I saw a video about an evolutional algorithm to approximate images with triangles and breifly tried to copy it. I didn't have a deep enough understanding of programming, though, so it failed. I did make some cool looking pictures though.
After seeing a tweet where the Cruelty Squad dev started working on a software renderer with SDL, I wanted to copy him. I got about as far as he did.
Originally going to be a mod that implements a tier between full diamond and iron. This image is all that exists of it now.
I wanted to make a synthesizer in pure C++, didn't get very far. All the sounds I made were really harsh, so instead heres a zoomed in picture of one of the wave forms in audacity (:.
I had just messed around with the built in 3d capabilities of raylib and decided they weren't very good, so I decided to try to make my own (still in raylib). I managed to get it to load in .obj files, and added some basic viewport shading (but no backface culling or depth buffering ):).
Heres a gif of a gun part one of my friends modeled spinning around.
There's definitely more projects that I could include here but just didn't, like at least 3 attempts at making an opengl implementation, or projects that barely lasted 15 minutes. Honestly, just look at the projects that did make the list and you'll understand why theres so little here.