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Lutz Großhennig's Projects

4096-bytes-intro-sprites-are-us icon 4096-bytes-intro-sprites-are-us

This is a 4096 byte intro I wrote back in 2004. It was an attempt to showcase that it is quite possible to generate a tiny executable that actually does something (3d graphics and audio) using a high level language such as C/CPP.

amiga-baycat-command icon amiga-baycat-command

An Amiga top down scrolling game project started in 1989. Unfortunatly digital decay took its toll and I am trying to recover as much as possible.

amiga-hardcopy icon amiga-hardcopy

A small screen hardcopy program for the Amiga written in 100% assembly (Profimat Amiga) in the year 1988. Takes a screenshot and dumps it to the current printer selected in the preferences.

amiga-label-maker icon amiga-label-maker

A label maker program for 3.5" floppy disks for the Amiga written in 100% assembly.

amiga-large-cli icon amiga-large-cli

Do you boot your Amiga to the CLI instead of the Workbench? Are you using an PAL Amiga? Are you annoyed to resize the window manually to the full PAL resolution? Then this small tool will make your live much easier!

amiga-simple3d icon amiga-simple3d

This is the project I used to learn the basics of 3d graphics and rotation / projection. It uses fixed point math and a neat look up table for the sinus/cosinus calculations. Written back in 1989!

amiga-xeno-dungeon-crawler icon amiga-xeno-dungeon-crawler

A grid based SciFi dungeon crawler tech-demo for the Commodore Amiga. Featuring a serial link for a multiplayer/coop mode (serial crossover)

cpp-user-group-tsc-talk icon cpp-user-group-tsc-talk

This is a minimal and very easy to understand example of timestamp counter (TSC) usage shown during my talk "The joy and perils of the Intel timestamp counters" for the C++ usergroup Bremen/Oldenburg held on the 30th September 2019 at the MeVis Medical AG.

unity3d-minimal-tilebased-controller icon unity3d-minimal-tilebased-controller

This is a very minimalistic tilebased movement controller for Unity. Collision checking is done based on the tilemap and does NOT use any physisc or raycasts. Includes a basic editor as well.

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