My Projects

XInput Tutorial
--------------------------------------------------------------------------------
  • 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.

a

Half-Life 2 Review
--------------------------------------------------------------------------------
  • I wrote this review to enter into a contest at school. It was chosen as the winnner.
a
OpenGL Particle Engine
--------------------------------------------------------------------------------
  • 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.

a a

Cel Shading Demo Using Low Level OpenGL Shader
--------------------------------------------------------------------------------
  • 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.

a a

Simulating Semi-Realistic Physics Using Sphere-to-Sphere Collision
--------------------------------------------------------------------------------
  • 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.

a a

Bwoink - The flocking disolve game
--------------------------------------------------------------------------------
  • 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!

a a

Swerve
--------------------------------------------------------------------------------
  • This is minigame that I created using DirectX
  • The track is completely random and different every time the game is run. The main goal is to go as fast as you can for as far as you can to get a high score.

a a

Target
--------------------------------------------------------------------------------
  • This is minigame that I created using DirectX
  • Shoot the moving targets to try go get the highest scoe. Each targets value is based on its size and position on the screen.

a a

OpenGL City
--------------------------------------------------------------------------------
  • This demo was used to practice vertex creation, lighting, and simple texturing in OpenGL
  • Eah vertex and texture coordinate in this mini-city was created by hand. There are no models loaded in this demo.

a a

Road Rage
--------------------------------------------------------------------------------
  • 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.

a a

D3D Demo
--------------------------------------------------------------------------------
  • This was a lab assignment for my DirectX class.
  • It shows 3D model loading, color tinting images, and object movement.

a.a

Napoleonoid
--------------------------------------------------------------------------------
  • This was one of my first win32 applications.
  • Its an arkanoid clone done completely in win32. Sorry for the large file size, the background music is still in WAV format.

a a

Game Level
--------------------------------------------------------------------------------
  • Level made completely in Maya
  • After realizing our original Cattle Battle level wasn't big enough or fun enough, I picked up Maya, and started learning how to use NURBS objects.

a a



.
Check out my latest game.
www.cattle-battle.com

Quick Menu

Favorite Links