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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
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Pinball
Pinball was our final exam
assignment. Built in 2-3 days using collision detection and
response. Implemented Euler, Verlet, Runge Kutta integrators.
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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)
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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.
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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.
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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.
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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.
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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.
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Scripting Language
Built our own scripting language
from scratch in a month. Lexical analyzer, parser, code
generator and virtual machine were implemented.
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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.
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Rigid Body Dynamics
Implemented rigid body dynamics and presented
a physics simulation of the same.
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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.
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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.
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© 2006 by Gohar
Kanungo and
Guildhall @ SMU.
All rights reserved.
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