Justin Marcus

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editor thumb
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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.

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Watercolor thumb
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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.

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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.

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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++.

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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.

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Dot3 Bump Mapping
Implemented in Direct3D using HLSL.

Implemented in  OpenGL using ARB shader assembly.

Written using my engine, Hydra Render 2.

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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. 

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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.

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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.

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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