A sample of my first DirectX graphics engine. Complete with scripted particle system, realtime lighting, 3DS loading, multi texturing and (as is evident here) procedural space distortions.
Sadly by the time it was at this stage it could be done better in DirectX 7, and by the time I got round to rewriting it we were up to DirectX 8. something of note; all this was warping was done before the age of vertex shaders and the like.

