Personal Projects

Click for more information.
|
Proc
Edit
An editor which can efficiently deal with procedural game entities.
Currently, it supports the creation and deletion of entities, and the
editing of their attributes, including integers, floats, a range of
values for random integers and floats, vectors, and orientation
specified using Euler angles. Additionally, functor
attributes
may be defined and called from the attribute dialog.
Written using my engine, Hydra Render 2. |

Click
for more information.

Click
for more information.
|
Watercolor
Post-processing Effects
Accounts for edge darkening, pigment granularity, and paper texture,
run and flow, and color glazing.
The technique is similar to toon shading with some additional post
processing.
Shadow mapping with a point light is implemented via cube maps.
Written using my engine, Hydra Render 2.
|

Click for full image.

Click for full image. |
Terrain
with LOD
The terrain is height mapped and broken into chunks stored in a quad
tree.
Each chunk has several precomputed LOD's which are chosen from every
frame based on the viewer's postiion.
Chunks with more detail have an LOD bias
so that they
will always render at a higher LOD then chunks with less bias.
The terrain is lit with a point light.
Written using my engine, Hydra Render 2. |

Click for full image.
|
Hotdog
A scripting language.
Hotdog is stack based, and is compiled into a byte code which runs on a
virtual machine.
It consists of a lexical analyzer, parser, compiler, and virtual
machine.
Has support for native functions implemented in C++.
|

Click for full image.
|
Skeletal
Animation
Animates a character
model using bones and key frame poses.
The model can be bump mapped.
The model is created in 3ds Max 7 and exported to a custom file format
using a 3ds max plug-in that I wrote.
Vertices are transformed in the vertex shader.
Written using my engine, Hydra Render 2. |

Click for full image.
|
Dot3
Bump Mapping
Implemented in
Direct3D using HLSL.
Implemented in OpenGL using ARB shader assembly.
Written using my engine, Hydra Render 2. |
|

Click for full image. |
FPS
Demo
A
first person shooter demo.
Features height mapped terrain with randomly placed vegetation, moving
water, a particle based laser gun, and a particle based splash effect.
Built with the first Hydra Render engine. |

Click for full image. |
Terrain
Editor
A
real time terrain
editing system featuring separate texture and height edit modes.
Terrain is height mapped and broken into chunks stored in a quad tree.
Each chunk can be textured with up to five unique splats which can be
easily laid down or erased.
Built with the first Hydra Render Engine. |

Click for full image. |
Quake
BSP Loader
A
program that loads
and displays Quake 1 BSP maps.
Properly casts rays using the BSP tree.
Supports both PVS and Frustum Culling.
Textures the map with both diffuse textures and lightmaps.
Built with the first
Hydra Render Engine. |

Click
for full image.
|
Santa
Saves Christmas
A 2D side-scrolling action game in which Santa must save Christmas from
the evil Bizarro-Santa and his gremlin henchmen.
Implemented the tile and sprite rendering systems from scratch
including all code needed for blitting with transparency and alpha
blending.
Implemented all gameplay logic, HUD, special effects, and collision
detection code.
Santa
Saves Christmas GDD/TDD
|
|