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Bikerz Brawl (XNA C#):

XNA Demo     My first attempt at using XNA. This game also runs on the Xbox 360, I have grand plans for it. It's basically just a multiplayer shooter with Jetpacks. A lot of focus was on the usability of this game, in that respect it was a success. Game designed by/Art directed by/ Programmed with Joanna Leung.

High Level Sound Tool (C#):

Events Editor     I created this as part of a project to create a sound library from scratch. The tool outputted a file used by our high level engine which was then given to our low level engine which dealt soley with one DirectSound buffer.
    My part of the project was meant to be used by sound designers so I worked very hard on making this like a real tool (XACT or FMOD Designer.) Also with me on this project was Joanna Leung, Brian Anderle, James Crowder, Logan Starkenburg, Ian Callanan.

Bezier Curves:

Bezier Curves Screenshot     This program (download) is a simple win32 application I wrote from scratch in C++ using GDI+. It uses the DeCastlejau algorithm to generate a bezier curve from an arbitrary number of user clicked control points.

3DS Max Work:

Hummer Screenshot     I have learned the basics of using 3D modeling software. This comes in handy when needing to export models into 3D games. I've even created an environment animation (Divx Required).

Skeletal Animation:

Animation Screenshot     I built a 3D graphics engine from scratch to display Tiny.X animating between keyframes using the model's bone data. I use D3D to read in and display the mesh, but the actual math to interpolate the bone position and orientation was done in my code.
    First I convert the model's matrix orientation keyframe data to a quaternion and store the orientations as quaternions. Then, every frame, for the root bone I use spherical linear interpolation (SLERP) or linear interpolation (LERP) between two keyframes to figure out where the root bone should be at that time. The calculations for the root bone are propagated to all of the children bones.
    Implemented in C++ using DirectX 9.0c.

Pinball Sim:

Pinball Screenshot     This program (download), written in C++ using GDI, was something I wrote my sophomore year. Beyond being a pinball simulation it implements several low level 2D graphics concepts. The program is using my triangle rasterizer, bressenham line drawing algorithm, and eight-way circle drawing algorithm to set pixels to a bitmap. That bitmap is then blitted to the screen since the program is double buffered.
Also Featuring:
* circle/circle collision and response.
* circle/line segment collision and response.
* 2D picking.
* Drawing Convex N-gons.

Kard Kombat:

Text Based Game Screenshot     Kard Kombat is a text based game I created on a team of 3 programmers my freshman year. The game is coded entirely in C.
    The game design I loosely based around the card mini-game in "Final Fantasy VIII". The unique twist here is that you can now rotate and move the cards. I plan to revisit this concept later in a FLASH game, since the interface is so unintuitive in ascii.
    This game was coded with Ben Russell and Tyler Ernst.

Rotation Project (Part 1):

Quaternions Screenshot     This program (Download) is the first part of a quaternions animation project and a good excuse to reuse a cute model. I built this OpenGL framework from scratch in C++. This first part simply reads in several axis angle pairs from a text file and rotates the model.

Copyright 2007 Molly Jameson.