ANDREW COGGIN Game Programmer
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Personal Work
XENOCIDE

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Xenocide is an RTS in which the player must build defenses in an attempt to survive an alien onslaught for as long as possible.  Although this strange hybrid of Starcraft and Space Invaders is small in scope, all of the code was written from scratch by myself, even without the aid of DirectX or OpenGL.

All of the art in Xenocide was created by my brother in his own free time, to whom I am eternally grateful.

Details:

  • 100% of the code was written by me, excluding the standard C++ libraries, STL, and Boost.
  • All drawing and blitting routines were hand-written without the aid of DirectX or OpenGL.
  • Was developed in 2 and 1/2 months.
  • Features a completely mouse-driven user interface, similar to those seen in other real-time strategy games.
  • Correctly supports windows functionality, including "Alt-Tab."

 

 

3D Terrain Engine

All of the programmers at the guildhall are expected to create their own 3D engine supporting both Direct3D and OpenGL.  My engine features chunk-based LOD terrain, skinned animation, HLSL shaders, and view frustum culling.

Features:

  • OpenGL and DirectX Support
  • Chunk-based LOD terrain.
  • Skinned animation.
  • Per-pixel lighting with bump-maps.
  • Scene-graph model hierarchy.
  • View frustum culling.

 

 
Jagware Engine

Before coming to the Guildhall, I spent a lot of my free time working on my own engine called Jagware.  It went through various iterations and spenned multiple languages and graphics API's.

Details:

  • HLSL shader support.
  • Cg shader support.
  • Terrain engine.
  • Multiple versions, including one written in C# and the other written in C++.

 
Anteater Scripting Language

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Details:

  • Dynamically typed language with support for integers, floats, strings, and arrays.
  • Parser and lexer written from scratch without the aid of a compiler compiler.

 

 

 

Copyright © 2006 by Andrew Coggin and The Guildhall at SMU