Derick Janssen
Major Game Projects
Individual Projects
Small Game Projects
Gaming
About Me
Resume
Individual Projects
>
Engine
JanssEngine - Engine Features -
Available for download soon
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 (true) -
Overcome issues and limitations 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
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
- Collision Detection of many types
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
JanScript
(spec) -
Made my own scripting language with native code access
LoD Terrain
- Terrain loaded from BT (binary terrain) files.
Dj3d
(spec) - 3dsMax exporting my own format to read into my engine (with animations and skinning)
Dual Renderer interface -
swap between OpenGL and Direct X
Vector Classes
Matrix
Classes
SceneGraph Matrix Management for Scenes
XML Parsing
Collada Model Loading
Bill boarding -
World or Axis Aligned
Binary Space Partition
- (BSP) with collision detection, frustum culling, and potentially visible sets
Texture Management -
Create and delete textures
Features in progress
Scene Management
Console window with custom commands and reports
Material Editor Interface
Input Management using the Event Management System
Cryptography -
Save data in a format that users can't easily modify.
Comments