My Projects
XInput Tutorial
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When I found out that the new version of the DirectX SDK supported the 360 controller, I decided to write a tutorial for people who needed help getting it working.
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- I wrote this review to enter into a contest at school. It was chosen as the winnner.
OpenGL Particle Engine
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This is a particle engine I created using the rendering engine from our final project game.
- This demo has multiple pre-defined effects that can be shown in full 3D. Each effect can use multiple emitters and blending functions. The data is stored in vertex arrays for fast rendering.
Cel Shading Demo Using Low Level OpenGL Shader
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I was curious about how shaders worked, and a friend offered to help explain them to me. After playing with per-pixel lighitng here is what we came up with.
- This demo shows a couple different ways of cel shading, one mixed with smooth shading and one without. This demo also incorporated my input manager which handles mouse, keyboard, and XBOX 360 controller. 3D sound is also implimented.
Simulating Semi-Realistic Physics Using Sphere-to-Sphere Collision
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I created this program as an assignment for my Engine Development class. I spent a couple weeks researching different physics and collision formulas, and then set out to simulate them with basic collision objects.
- I decided to use spheres only because the collision check is so computationally light. The most challenging part was making cubes and cylinders fall to a flat face.
Bwoink - The flocking disolve game
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I created this game as a project for my Artificial Intelligence class. We were asked to take something that we did during our class, and create something new out of it.
- I decided to take our 2D flocking project and add a 3D aspect, and then turn it into a simple game. The point of the game is to control you flock of pink dots and disolve as many blue and green cubes as you can. To disolve a cube you must swarm the cube with your flock. Be carefull not to touch the red cubes!
Road Rage
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I created this game as a project for my Structure of Game Design class. We were asked to make something based on the asteroids style in two weeks.
- I used DirectX to create a fun driving game where the point is to run over as may people as possible. The more you crush, the more health your car has. You lose by not running anyone over and having your health bar go all the way down.
D3D Demo
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This was a lab assignment for my DirectX class.
- It shows 3D model loading, color tinting images, and object movement.























