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Engine Programmer, Graphics Programmer, CodeSamurai 

Playstation 2 Rendering

PS2 Master's Project: Rendering Terrain on the Playstation 2 using the Vector Units

Tech demo developed using the Playstation 2 Linux Kit.

Implementation includes:
  • Perspective correct texture mapping
  • Vertex Buffers with DMA chaining
  • Heightmap terrain rendering with quad tree frustum culling
  • PS2 controller input


Download: Thesis Ch. 1(.doc)
This is the first chapter of the Master's Thesis portion of the project.

Terrain Rendering

Terrain system based on height-map data and a quad tree structure.

Supports:
  • patch based level of detail with stitching between different LOD levels
  • frustum culling
  • vertex and per-pixel lighting
  • real-time height editing and texture splatting
  • Supports both OpenGL and Directx9
Terrain

TerrainLOD

Real Time Water Simulation

realistic water demo This scene makes use of vertex and pixel shaders to produce a nice water effect.

The effect is achieved by bump mapping and adding specular highlights and reflection to a flat quad.

Physics Simulation

System for simulating various physics systems in engine

Supports:
  • systems of mass-spring dampeners
  • sphere/sphere, sphere/plane collision detection and response
  • forward-euler and Runge Kutta 4 integration
  • lunar lander style bunny rocket
  • basic cloth simulation
Physics

BunnyRocket

Rise of the Oshida 2D Game Project

Rise of the Oshida This is a Warcraft II style real time strategy game demo developed entirely by myself in the first term of school. GOAP AI added later as a focus study project.

Includes:
  • sprite animated characters
  • tile based maps
  • map editing tool using win32
  • A* pathfinding
  • Goal Oriented Action Planning AI

 

Copyright © 2006 Arturo Caballero and The Guildhall at SMU