Here is some of the work that we have done in a signal processing class CSC214 I was sitting in on during spring semester 2018, held at MCC, Rochester NY and instructed by D. Venable.
I helped with some of the software development for the creation of the first iteration of this class a long while ago, now years later it has been fully revamped.
The students now take hands on approach with both the hardware and software development. Unlike previews iterations where software was built by me and the instructor who originated the class and hardware was designed and built by the instructor. The old curriculum involved them experimenting and exploring this pre-built system, while in the new curriculum students are active part in all aspects of camera development, including embedded on camera and pc client software, case and mechanics design and building, circuit board layout and population, etc. Continue reading
The Raster bar, also known as Copper bar, is a very popular graphics effect seen on many of the personal computers in the 80’s through 90’s era.
It was widely used in video games and especially graphics demos. Here is a link to the wikipedia article for more detail, https://en.wikipedia.org/wiki/Raster_bar.
It is accomplished by changing the background color in-between scan lines being drawn on the monitor/screen. This requires accessing the video controller hardware directly and changing appropriate registers as well as a way to time it precisely with the screen being drawn.
DumbGame is a video game I wrote in 2002 intended to serve as somewhat of a tutorial or map of how games were developed in years past, on the 80×86 architecture under DOS (Disk Operating System). Going through an old laptop hard-drive I recently rediscovered its source code, finally making an appearance on the Internet as intended, even more appropriate and nostalgic this many more years later.
Its name sake is due to the fact that the actual game play, graphics, levels etc. were minimally developed only to the extent needed to showcase the functionality of the game engine.