Gohar Kanungo

game programmer    

 
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ZAP - 2D game

Zap was my first Guildhall game which was built on win32 API. It was completely built from scratch, right from the 2D renderer to 2D physics system. Completion time : 2.5 months.
Implemented sound using FMOD API.
Collision detection and response.
A.I. for the game was developed from the level editor.

Download ZAP - 15 MB .ZIP file


Pinball

Pinball was our final exam assignment. Built in 2-3 days using collision detection and response. Implemented Euler, Verlet, Runge Kutta integrators.


Particle dynamics simulation

This simulation was a demonstration of our physics system and its integrators. Various forces were computed for various effects. (e.g gravity, friction, force field, drag, etc)


Scene Graph Architecture

The scene graph architecture was developed to understand an object's movement and its reference with its parent node and implemented view-frustum culling.


Particle effects using 3D renderer

Particle system was implemented in both the API's viz, Direct3D, OpenGL. Its implemented using point sprites.

Download Particle Demo - 2MB .ZIP file


***Note: all these demos are tested on ATI cards only.


Spline camera movements

Building a camera movement using a set of pre-determined points using Hermite, Catamul-Rom. It creates equi-distant points along the points.

Download Spline Demo - 2MB .ZIP file

***Note: all these demos are tested on ATI cards only.


Lighting demo

Supports normal mapping and specular lighting in both API's (D3D and OGL). It is implemented using vertex and pixel shaders. D3D using HLSL and OpenGl using assembly.

Download Light Demo - 2MB .ZIP file

***Note: all these demos are tested on ATI cards only.


Max Exporter

Import efficient and custom animation data which is exported from 3D studio max. Implemented animation using shaders. Animation is slerped to get a smoother effect.

Download Animation demo - 2MB .ZIP file

***Note: all these demos are tested on ATI cards only.


Scripting Language

Built our own scripting language from scratch in a month. Lexical analyzer, parser, code generator and virtual machine were implemented.
 


Landscape LOD

Implemented terrain based LOD which develops chunks (batches) of data and each batch is executed depending on the user's position. Thus the nearest has more detail than the farther ones. Stitching was implemented between every batch.


Rigid Body Dynamics

Implemented rigid body dynamics and presented a physics simulation of the same.

Focus Study - Quake 2 death-match bot

Path finding was implemented for the bot using A* algorithm. Decision making also  implemented using regression trees for weapon selection depending on various environmental features. Various other decisions are also handled to provide game-play for a death-match bot.


Occlusion (Portal) Culling:

Will be implementing portal culling for my current project. This demo will show how occlusion culling works in various FPS games. Completion time expected to be 3 months.

© 2006 by Gohar Kanungo and Guildhall @ SMU. All rights reserved.