I implemented Deferred Shading with Shadow Mapping. The demo has 9 dynamic point
lights, a dynamic spot light and a directional light. Also you can scroll through
the different parts of the g-buffer: diffuse, normals, depth.
Executable - requires
DirectX
Source Code - requires
DirectX SDK for a project build
I implemented 3D rotating rigid bodies with collision detection and resolution.
Specifically I have only spheres and boxes implemented. It resolves collisions with
imulse calculations. It simulates static friction, dynamic friction
and restitution based collisions. Its directly influenced by Ian Millington's book
“Game Physics Engine Development.”
Executable - requires
DirectX
Source Code - requires
DirectX SDK and boost
for a project build
It is a multiplayer strategy game, putting players inside a computer, hacking the
other computers to take control of the network.
Worked on: AI (Goal Driven SM & Obstacle Avoidance), Gameplay Code/Logic, Sound
(FMOD for audio & Voice Over IP), in game Console, input and used/learned lua
This game is on my school's website which can be found here
Path findind done via A* with rubber banding and path smoothing. Did this for an
AI class.
Executable - requires
DirectX
Recursive, Fresnel Equations for Global Illumination, Phong for Local Illumination,
Optimized Ray vs AABB test for BVH, soft shadows, Anti-aliasing, Multi-threaded.
Rendered Pictures
Executable
Source Code - requires boost for project build
Made this with some students of Högskolan på Gotland, the university in Gotland.
It was at their local Game Jam. It's a fun little space shooter where you can hijack
other space ships.
You can check it out
here.
- requires DirectX & XNA 3.1 to play.
Made this with some Swedes from Gotland at the Nordic Game Jam 2010. It's a deceptive
two player game where player donkeys hide as humans at the mall and try to expose
the other player.
You can check it out at the Game Jam Site.
- requires DirectX & XNA 3.1 to play.
This is a 2D side-scroller where you must stop a mario-like AI by placing traps
and goons.
Worked on: AI(FSM, Fuzzy Rules, modified A* for jumping), Gameplay code/logic, fmod,
and DirectInput
Executable - requires DirectX
Source Code - no project
files just my code. I don't feel comfortable putting other people's code on the
internets without their permission.
This is an AI project that Chad Bromwell and I worked on. It simulates a basic Strategy
game, which is heavily based off of Disgaea. The game makes two teams and then they
battle each other (Girls vs Skulls).
Worked on: Game Framework, 2D Sprites with Animations (DirectX FFP), AI(Goal Driven
SM, Pathfinding, Blackboard Arch.), Gameplay Code/Logic
Gameplay Video - avi file
Executable - requires DirectX
Source Code - requires DirectX
SDK and boost
for a project build
It's a top down tank shooter. Starts with a chat lobby so up to 8 people can duke
it out against each other over the network. The game contains 2D Sprites, very simple
2D collision detection, TCPIP for chat lobby and UDP for gameplay.
I cranked this out in a weekend for my networking class and I'm not proud of the
code quality. However, it is my only networking experience.
Gameplay Video - avi file
Executable - requires DirectX
Source Code - requires DirectX
SDK and boost
for a project build
Just a neat little program that generates curves based off of a set of control points.
The first uses the De Casteljau algorithm and the second uses De Boor algorithm
which is really just a series of Casteljau curves strung together.
Executable
Source Code
I made a couple of tools with C# / .NET. The level editor uses XNA with a windows form, which became easier to do with XNA 3.1.
The Animation Tool makes an ani file based off of spritesheets. Requires windows.
The Level Editor builds a 2D level. Has multiple layers for backgrounds (with scrollrates), static and animated sprites (using the ani files generated by the animation tool). Requres XNA Game Studio 3.1.
This is my code for making a Fuzzy Logic Control System. It Has one system set up
as an example.
Executable
Source Code
Simple string & cloth simulation modelled with connecting springs. This was
my first attempt at making a C# app.
Executable
Source Code
Made an enviroment and animated (poorly =p) a mech in 3DS Max.
Video - avi file
Project files