Archive for the 'Projects' Category

Ballistic Demo

Sunday, April 3rd, 2005

can we pretend I didn’t take a two+ month absence from blogging? Lets just say I’m lazy + I broke my tablet and lost most of my stuff.
To make up for this I decided to post and EARLY demo of the game I’m currently working on. A few of us at MSU decided […]

Vertex Buffer Objects

Monday, February 7th, 2005

As much as I love DirectX, I’ve been using OpenGL for the past few weeks. This semester I started TA’ing for cse472 - Computer Graphics and OpenGL is used exclusively. Anyways, I’ve been making little demo’s and tutorials during the down time of my lab (ok and at night in my free time). […]

demo room source/video AND MORE!

Monday, October 4th, 2004

My demo video is done, and the source to demo room is as done as it will ever be, so it’s time to finally post them. Before I do that, I want to say a few things about the whole experience.
First of all, I have a new appreciation for everything I see on TV […]

Demo Room

Monday, September 27th, 2004

I’ve started a project that is going to show off a variety of graphic effects in one demo. The first version of it is done and has the following features:
* Full use of vertex/pixel shaders using effect files. (no fixed function rendering)
* A parallax bump mapped material. (slightly more complicated that previous parallax […]

Parallax Demo

Saturday, September 4th, 2004

In my last post I had some screenies of a parallax shader that I made in RenderMonkey, however I hadn’t finished the demo yet. Now I have! This demo shows my parallax shader on a sphere and lets you control the bumpiness and the amount of parallax. It really requires ps2.0 hardware, […]

parallax mapping or virtual displacement mapping

Tuesday, August 31st, 2004

I came across the graphics topic of parallax mapping when I was reading about the Unreal 3 engine. They call it virtual displacement mapping, but I think that’s kinda missleading. Of course I had to go implement this for myself, so this post is all about my results. After my previous project […]

Pongy!

Thursday, August 26th, 2004

Do you like pong?
Do you like physics?
Do you like programmer art?
If you answered yes to any of the above, then Pongy is the game for you. My latest creation is a pong like game that I made to get experiance with the Novodex SDK. I wrote this game in C++ using […]

Fourier Transforms of sound

Tuesday, August 17th, 2004

Here’s a gem of a project I’ve been working on. It lets you play with fourier transformations on sound and is 100% managed C#. What does that mean you ask? A fourier transform converts a wav in the time domain to the frequency domain. From the frequency domain you can easily […]

DeathMatch DAV, the game

Monday, May 24th, 2004

This is the first non-trival 3d game that I stuck with until completion. It was developed by myself and 3 teamates for our final project in CSE472 at Michigan State University. It’s a 2 player, turn based, 3d, tankwars style game. The idea is to run around the field picking up items and […]

skinning

Friday, May 21st, 2004

Here’s a powerpoint presentation I gave about skeletal animation and skinning at a Spartasoft meeting last semester. Spartasoft is a student organization, at Michigan State University, dedicated to game development. Along with the presentation, I developed 3 demos, here, here and here, that show off what I was talking about. The source […]

keyframe andimation model tool

Friday, May 21st, 2004

This one is a tool I planned on using for a 3d sidescroller game I was hoping to make. Too bad school started up again and the project died. The tool lets you define how to combine a series of static pose models into anmations using an XML file. The tool […]

feeback!!!

Tuesday, May 18th, 2004

This is an interesting effect I made using the render-to-texture feature of DX9 from a C# app.
I did the effect by rendering a texture mapped sphere into a texture, and then rendered that texture into another texture (with a scale+rotation), and then rendering that texture onto the screen. Each frame I would alternate the […]

bouncy ball collision demo

Tuesday, May 18th, 2004

This is another small demo I wrote in C#. It shows how to do 2d collision detection/responce for an ellipse vs. a set of lines. Hopefully one day I’ll get around to making a game that uses this collision code, but I tend not to finish game projects so dont hold your breath. […]

relection, refraction and no more spheres

Monday, May 17th, 2004

Didn’t like my floating reflective spheres? Maybe this will catch your interest. It started out as a lab for CSE472 (at Michigan State University), but eventually evolved into my second project for this class. It supports triangle primatives, reflections, refaction, shadows, muliple lights, textures, volumetric fog, anti-aliasing, and chromatic aberation.

attack of the spheres

Monday, May 17th, 2004

This is a VERY simple raytracer that I made last year. It’s not fast, sexy, or even complicated. It is a good example of the basic concepts behind a raytracer. It supports only sphere primatives, with muliple lights casting shadows, and an extremely simple color model. The source code is provided […]

explore a fractal world

Monday, May 17th, 2004

Here’s a little program I made to display mandelbrot fractal images. I didn’t do any optimizations to make it run realtime so you’ll need a fast computer or a lot of spare time. Yet, the images produced are worth the wait in my opinion. If you click on the image it will […]