C/C++, Visual Basic, ASP/ASP.Net, Java/JavaScript, HTML, COM, SQL, Direct X, OpenGL, Web Programming, Games Programming, MS Windows, Linux, PS2, PS3, Xbox, Xbox 360 |
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My Hull University Projects |
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Here are some examples of my games programming projects which i have done while studying for my MSc in Games Programming. More examples with be added when they are at a satisfactory level of completion. |
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Table Football / Distributed Table Football |
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This game uses OpenGL as the graphics API and implements a real-time Physically Based Model. The PBM calculates collision detection and collision response between Spheres/Spheres, Spheres/Planes and Spheres/Cylinders.
Also implemented is an AI player to play against, 2 AI players can also play against each other. I have also implemented a networked version of the game which enables 2 players to play over a network.
File type: .zip (0.62MB) |
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After downloading, view Readme.doc for user instructions. |
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Multiplayer Table Football/Foosball game |
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Hover Ant Slayer |
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This game was produced as part of a group project, 6 members (Aknowledgements can be found in readme file). We also worked on porting the game to the Nintendo GameCube format (Source code and .ELF file available on request).
This game uses OpenGL as the graphics API and DirectX Audio for the sound output. I was responsible for working on the ant algorithm/AI, ant food, sound and integrating of other team members code.
This game is also 2 player.
File type: .zip (1.67MB) |
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After downloading, view Readme.doc for user instructions. |
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Hover Ant Slayer game
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Ray Tracer |
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My Ray-Tracing application was written using C++ and OpenGL as the API. It ray traces scenes made up of primitives such as spheres, cylinders, cubes, triangles etc.
Shadows, reflections and refractions are also implemented.
File type: .zip (0.33MB) |
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After downloading, view Readme.doc for user instructions. |
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Raytraced Snowman scene |
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Moon Hopper |
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This simulation is the basis for a simple game. The user can control a hopper which can 'jump' around the moon's surface. The hopper also has a arm which can be controlled to view the approximate area around the hopper's position. It was programmed using C++ and OpenGL as the API.
Various techniques are used in this program such as particle systems, Gouraud shading, spot lighting etc.
File type: .zip (0.41MB) |
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After downloading, view Readme.doc for user instructions. |
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Gouraud Shaded Moon Surface |
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Vertex/Pixel Shader |
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This program demonstrates various vertex and pixel shader techniques such as Spherical Environment Mapping, Cartoon rendering and Bump Mapping.
The vertex and pixel shaders were written using assembly language. The various shaders can be seen using various models which are included in the program.
File type: .zip (3.15MB) |
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After downloading, view Readme.doc for user instructions. |
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Environment Mapped Skull |
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Firework Sparkler |
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The aim of this project was to use C++ and basic 2D DirectX techniques (v7.0+) to produce a simulation of a hand-held spakler. The program uses particle systems and DirectX Audio for dynamic positional and background sound.
As well as the sparkler, a smoke effect is also implemented.
File type: .zip (3.8MB) |
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2D Sparkler Simulation with Smoke Effect |
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Moon Terrain Visualization |
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This is a fractal based terrain visualization that used spatial sub-division and level of detail (LOD) techniques to give the visual representation of a moon surface. The landscape is random and can be regenerated at a key press.
File type: .zip (0.59MB) |
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After downloading, view Readme.doc for user instructions. |
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Flat-shaded Moon Surface Visualization |
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