Mobile 3D Unity platformer

2016

Mobile 3D Unity platformer

2016

3D cross-platform (Windows, Android) platformer made in Unity, with 3 distinct levels. Created in a for a University project, and designed to play nicely in landscape mode on a smart phone.

Uses keyboard for PC, and an on-screen joystick and buttons for mobile.

Island materials prototype

2016

Island materials prototype

2016

An experiment in UE4 node-based material shaders, including a multiple materials with HLSL custom nodes. Materials were created for the shoreline, ocean, horizon, and terrain. A post-processing pattern dithering shader was also created and included in the source project, but not enabled by default (turned out quite garish).

The ambient background track samples sounds from freesound.org, and a small but very slowed-down snippet from a song by Rei Harakami.

Component engine 1

2015

Component engine 1

2015

My first attempt at creating a component based C++ engine, along with various prototype implementations.

1st prototype - A 3D shooter with an OpenGL renderer for rendering external assets. Uses OpenGL texture buffers, index buffer objects, and GLSL.

2nd prototype - A simulation running FANN, where agents have been back-propagated from the output of previously programmed AI, enabling them to run from the input of a 5 by 5 visual sensor array surrounding each one.

3rd prototype - An implementation of object-oriented bounding box collision detection.

4th prototype - An shader implementation in GLSL to achieve bump and specular maps using external texture and material files.

The biggest feature this engine lacks from usual component engine implementations is any smart data-oriented memory management. Although this engine is okay for prototypes with low object counts, it has since been superseded by ComsEngine using more data-oriented methods.


Requires Visual C++ redistributable 2013.

Endurance flash platformer

2014

Endurance flash platformer

2014

An endless flash platformer in the vein of Megaman 2. Programmed in ActionScript 3, with Adobe Flash only being used to manage the animation library.

Garry's mall collab map

2013

Garry's mall collab map

2013

Garry's mall is a shopping mall collaboration map for the Source engine game Garrys Mod, built using Hammer editor, and organized on Facepunch forums. The interior lobby and exterior car park (also toilets, one store, and secrets and easter eggs) was built by me, with the 12 store slots inside being filled by contributed stores created by 11 other people, alongside others who contributed billboard ads.

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