This project is a three month directed focus study of mine where I created an animation system for procedurally generated walking animations that uses my own anylitical inverse kinematics solution.
My 3D engine is capable of Quake 3 BSP map loading and rendering with PVS and view frustum culling, vertex and fragment shaders, skinned skeletal animation, and more. Almost all of my projects have been built inside this engine and show the diversity of it's capabilities.
This is a scripting language that I implemented based on a C-like grammar I defined. It is a typeless language that supports simple function calls and variable assignments. The byte code generator is for a stack based virtual machine I created for my engine.
The image to the left shows the minimal path chosen by the A* algorithm on my terrain engine that uses a heuristic to avoid changes in elevation. This perticular heuristic can help AI npcs stay in relatively flat terrain so that their animations can more easily adjust to the ground.
This rendering application uses a sim thread and a render thread with async loading to load and display models. A command fifo communicates between the two threads. I also wrote a C# app to visualize profile output data of the multi-threaded renderer.


