Dragon Isle
Dragon Isle is a game I developed as part of the Gamer Camp Nano course hosted by Birmingham City University, the place on this course was offered to me by Aadvark Swift recruitment agency. For 4 weeks I worked in a small team of 9 people (5 developers, 4 artists) to produce a game for the iPad.
Key Techniques
- Objective C
- Cocos2D
- Perforce version control
- iPad development.
Dragon Isle Page
Real-Time Global Illumination
This is my final year project in which I decided to create a real-time global illumination renderer. The process was a very long one, the initial research took place around June 2011 where I looked at a variety of global illumination techniques and had to decided which was most suitable for my project in terms of complexity and time-scale. The project also features percentage closer soft shadow rendering with a variety of light types.
Key Techniques:
- Global Illumination
- Cube shadow mapping
- Dual-Paraboloid shadow mapping
- Percentage closer soft shadows
- High dynamic range rendering
Global Illumination project page.
Post-Processing
This demo demonstrates a flexible post-processing framework capable of applying multiple full-screen post processes to a rendered scene as well as performing post-processing on individual polygons within the scene. The demo was created as an assignment for my Emerging Technologies module.
Key Techniques:
- Post-processing (full-screen and polygon)
- Depth of Field
- High Dynamic Range rendering
- Crepuscular rays (God rays)
- XML Import
Post-Processing Project Page
AI and Entity Management
This demo represents an entity management system, the scene comprises of a number of tank entities read in from an XML data file, the tanks move around the scene at designated patrol points until an enemy tank enters its sights in which the tanks open fire upon each other. The demo was created as an assignment for part of the Games Development 2 module.
Key Techniques:
- Entity management
- Entity messaging
- Collision detection
- Camera picking
- XML Import
Entity Management Page
Shader Techniques
This demo represents some basic shader techniques as well as a couple of more advanced techniques. The demo was created as a 2nd year assignment to demonstrate use of the DirectX10 API which was relatively new to me at the time.
Key Techniques:
- Environment mapping
- Parallax / Normal mapping
- Shadow mapping
- Per-Pixel Phong lighting
Shader Techniques Page
Path-finding
This demo represents implementations of some popular path-finding algorithms used within games, the program takes a start position as an X,Y co-ordinate and an end position, the program will then calculate the nodes it must visit in order to reach the goal using the specified path-finding algorithm. This demo was created for an assignment as part of the 2nd year module Games Development 1.
Key Techniques:
Key Techniques:
- A* path-finding algorithm
- Dijkstra's path-finding algorithm
- Best-First path-finding algorithm