October - December 2011 Hash Case-Insensitive String - String hashing for quick evaluations Timing Management - Hierarchical Clocks and code section profiling Generic Range-Mapping and Filter Functions - Used to simulate physics or many other things Curves and Splines - Bezier, Hermite, Cardinal splines with welding Event Management System - Fire and register event callbacks Randomness with Procedural Generation - Reproduce the same "random" things by using a keyword, overcoming issues with STD::rand Threaded Loading - Load/Queue large chunks of data in the background without stalling the main thread Named Properties - Assign a string to any generic value Data Driven Design Game Object Loader - Use XML and named properties to create a classless and scale-able system DLL Plugin Loader - Load/Reload DLL's on the fly without closing down the program AI Battle - 2nd place overall - A battle for food and survival against other programmed AI (Green in picture) August - October 2011 String Pool - Intensive memory management and manipulation of strings Intrusive Smart Pointer - Objects that manage themselves based on type LUA Engine Integration - Compile and Run Scripts in LUA with native code access Computational Geometry
June - July 2011
Cell - Game Conversion from Torque X 2D to XNA Source Code - Input Management System Memory Manager - Set size data management and error handling Minimum Bounding Sphere - Given all vertices, find a sphere that will be the smallest possible sphere still covering all cases Streaming - Packing data into a contiguous block, saving it, then reading it back in Concurrency - Producer/Consumer compared on 4 and16 core machines using both mutex and critical sections Fixed Point - Floating point operations on an Integer structure March - May 2011
JanScript (spec) - Made my own scripting language with native code access Level of Detail Terrain with stitching (shown in wire-frame for clarity of technique) Dj3d (spec) - 3dsMax exporting my own format to read into my engine (with animations and skinning) January - March 2011
Dual Renderer interface - swap between OpenGL and Direct X Shader Programming - multiple lights Phong (Normal) lighting Bump Mapping Attenuation Specular Highlights Parallax Mapping Car Physics on Terrain Uses spring physics on a terrain generated from a height map October - December 2010
Vector Matrix SceneGraph Spring Simulation Numerical Instability Splines Hermite Cardinal Catmull Rom XML Parsing Collada Model Loading Billboarding Potentially Visible Set (PVS) Frustum Culling August - October 2010 My Freecell - openGL Automatic Game Balancing using NEAT (Neuro Evolution of Augmented Topologies) Input: Health and Attack damages of every unit Output: Balanced attack timing cooldowns based on desired Lock/Unlock chart Late 2009 - Early 2010 Hoffman Encoding/Decoding Cryptography - Encryption and Decryption Robot Vision - Image Recognition Sobel - find the magnitude and direction of light displacement - input any image ![]() Canny - find the peaks and valleys of the image - input sobel Burns - find the N number longest lines within an angle threshold - input Canny Spell Checker - Hashed Collision resolution |
Individual Projects >