TREE GENERATOR PLUGIN
Overview:
A plugin for Maya which uses L-systems to procedurally generate 3D trees. Individual, independent project. Language/API: C++, Maya API, MEL Software: Visual Studio, Maya Plugin features: • Network of branches • Random leaf generation • Branch/leaf Shading nodes • Nodes organized into layers • Create a mesh or curve tree • UVs created for meshes • Save/Load tree presets Download Source Code Download Plugin (32bit) View Plugin Class View Matrix/Vector Class |
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PADDOCKS
Overview:
A 2D tile-based game. Team project for the Academy of Interactive Entertainment. Language/API: C++, OpenGL, SDL, FMOD, XML Software: Visual Studio, Tortoise SVN, Maya, Photoshop Personal contributions include: • Game board generation • 'Fog-of-war' algorithm • Player-board interaction • Fence placing (A* pathfinding) • Majority of game framework • Game board/tile graphics • Trees modeled in Maya Download Source Code Download Game View Grid Creation Functions View Pathfinding Class View Sprite Class |
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CLOTH SIMULATOR
Overview:
A Cloth Simulator. Individual project for Deakin University. Language/API: C++, DirectX, HLSL Software: Visual Studio, Photoshop My goal was to create a cloth I could either dynamically control or simulate under gravity. I chose Verlet Integration for simulating the cloth due to its stability. To dynamically control the cloth, I used the keyboard to create directed forces on specific vertices. Download Source Code Download Application View Cloth Class View Particle/Spring Class View HLSL Cloth Shader |
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3D ADVENTURE GAME
Overview:
A first-person 3D adventure game. Individual project for Deakin University. Language/API: C++, DirectX, HLSL Software: Visual Studio, Maya, Photoshop This project made use of my own framework and code built on top of DirectX. All shaders I wrote in HLSL. Models and textures are comprised of my own, Turbosquid and Creative Crash. View Hand Class View HLSL Static Shader |
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TINY TOON TANKS
Overview:
A 3D toon-shaded game. Individual project for the Academy of Interactive Entertainment. Language/API: C++, OpenGL, SDL, GLSL, Bullet Physics, FMOD, XML Software: Visual Studio, Maya, Photoshop For efficient rendering I used a simple toon-shader coupled with texturing toon lines on the actual models. Physics was done with Bullet, using a custom collision filter callback to mask which rigid bodies collide with each other. Download Source Code Download Game View Bullet Physics Wrapper View Shadow Code View GLSL Toon Shader |
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PLEMMINGS
Overview:
A 2D rehash of a retro game. Individual project for the Academy of Interactive Entertainment. Language/API: C++, OpenGL, SDL, XML, FMOD Software: Visual Studio, Photoshop To achieve real-time erasing of the level I created an algorithm that modifies the pixels of the level's image to create an anti-aliased circle at the point of contact. Collisions are per-pixel based on the amount of transparency of the level image. Graphics are from the Spriter's Resource. Download Game View Erase Functions View Collision Functions View Portal Functions |
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PAINT CITY
Overview:
A 3D animation. Individual project for Deakin University. Language/API: Python, MEL Software: Maya, RealFlow, Photoshop, After Effects, Mental Ray Particle simulation was done using RealFlow's Hybrido system and meshed out before exporting to Maya. For the buildings, I used the plugin Kludge City and wrote MEL scripts to cut up and reorganize them. I layered the paint shader network with ramp nodes to allow control over the building's colors. View Python Multibody Loader View MEL Shatter Wrapper View MEL Paint Selector |
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THE GOOD, THE BUS AND THE UGLY