Texture Evolution (Winter 2009 – Winter 2010)
Creating new artwork requires a lot of skill, so I created a framework to create it for me. All I need to do is choose the images that I like the most. The framework is written in C++ and has Cocoa/iPhone GUI wrapped around it.
Impulse (Winter 2007 – Present)
A 2D physics-based puzzle game that uses magnetism and impulse forces for movement. Level progression is based on traveling through a compartmentalized maze. I worked on the special effects and tools development for the level editor. The game is built with XNA, XML, and C#.
iPhone Robot Remote Control (Spring 2008)
I created an iPhone application that connects to robots using Player/Stage over TCP written in C++ and Objective-C. You can remotely connect to a robot broadcasting on an IP address and control it from across campus or even the world.
Computer Animation (Winter 2008)
My computer animation project was to build a key framing and dynamic animation system. I created it with with C++, XML, and OpenGL.
Planetpaluza (Spring 2007)
A 3D planet simulation game that was created for the Foundations of 3D Graphics Programming course at RIT in Spring quarter 2007. I worked on the special effects for the game including fire, water, and volcanic eruptions. The game is a planet building game where the planet is your canvas.
Ray Tracer (Spring 2006)
A system built to ray trace and visualize a 3D scene made with polygons and spheres. It supports reflection, refraction, procedural shading, and multi-sampling. The ray tracer is built with C++ and OpenGL.
Photon Mapping (Spring 2006)
An extension on the Ray Tracer which provides a global illumination model for calculating the lighting within a 3D scene. The lighting appears more realistic and less plastic-like. Programmed with C++ and OpenGL.
Game Boy Advanced Graphics Library (Winter 2006)
A simple graphics library with line, poly-line, polygon, polygon filling, and clipping algorithms. It was programmed in C for the Game Boy Advance.
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