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Notes, Quotes, and Links
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June 19, 2005
I finally found the time (or, decided to take the time) to update this site
with my final projects from my last semester at DigiPen! That's right, my
time at DigiPen is over, and I'm now an actual paid professional in the
video game industry! My time and investment paid off, because I'm having a
blast working at my current employer, Snowblind Studios. After this final update,
I'll probably section off my site into two sections, one where I'll archive
all of my DigiPen material, and one for current updates.
I realize I still have some unfinished tutorials in the queue, and I also would
like to get to those sometime in the near future. Feel free to shoot me an
email if you're looking for more information on a topic I've promised to cover.
January 16, 2005
It's a new year and a new semester. I've added a section for my newest
game project, Project: Solar, and I'll be posting demos, screen shots, and
documents as the semester progresses. Check back often for the most
recent version (and recognize that it's a work in progress! :).
December 4, 2004
Gave a minor face lift to the site. I've been pretty swamped with school,
but I hope to be able to get some more tutorials up over the winter break.
In addition, I'll be putting up my most recent projects...
August 27, 2004
Been experimenting with shadows. This initially led me down the road
of converting all my rendering code to OpenGL, which was very informative,
but ultimately I've come back to DirectX (mostly because my graphics card
supports pixel shaders for DX, but not fragment shaders in GL; go figure!).
In any case, I've finally succeeded in getting shadow mapping off the ground,
though due to the aliasing for unfavorable lighting circumstances, I'll be
messing around with techniques to combat that (Perspective Shadow Maps, Light Space
Perspective Shadow Maps, and Trapezoidal Shadow Maps). Look for my notes on this
in future tutorials.
Also been playing with terrain a bit. This month saw the creation of a simple
utility for converting height maps to terrain geometry, as well as some texture
blending for the terrain in the pixel shader using terrain height as the interpolating
factor.
July 29, 2004
Summer semester comes to a close, and I've added the final two projects. One
is an extension to the Ray Tracer, where I've added Ray-Torus intersections (check
out the document
deriving it) as well as two different depth-of-field models.
The other project demonstrates fun with Newton's linear and angular dynamics laws,
as applied to a bunch of blocks connected by a linear spring-damper system.
July 18, 2004
Just came across two sites today, both of which are great.
Real Time Computer Graphics offers
a bunch of short, sweet, and concise tutorials on some of the more bleeding-edge
technologies, while the website of Charles Bloom
offers many articles in a similar vein but with a bunch of great rants thrown in.
July 17, 2004
Finally got this site up and running. I'm finishing up my summer semester
at DigiPen right now, taking cs400 and cs460. I took a break from the
C++ and learned enough PHP and HTML over the past few days to do this site,
but I'll have to get back to the C++ soon. I'm hoping to get to the tutorials
in August. Stay tuned for the next game project, which will be building
off the technology in the Articulated Model Viewer. The game will be
done around next April. As of yet, the exact nature of the game is
still unknown...
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Featured Games and Projects
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Rigid Body Physics
Solo PHYSICS 350 project. Buzzwords: 3D, Rigid Body Dynamics, Basic Rag-Doll Constraints, Collision Detection
and Response, OBBs, Spheres, Stacking, Resting Contact Handling...
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Water Simulation
Solo GAT450 project. Buzzwords: 3D, C#, DirectX Pixel and Vertex Shaders, Reflection Mapping, Refraction Mapping,
Dynamic Render-to-Texture, Scrolling Bumpmaps, Fresnel-Term...
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Shader Editor
Solo GAT450 project. Buzzwords: 3D, C#, .FX/HLSL/ASM Editing, Windows Forms, GUI Tools...
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Project: Solar (First Playable)
Senior-level game, created with 4 other DigiPen students. Buzzwords: 3D, 3rd Person Camera,
Direct3D HLSL and .FX, Rigid Body Dynamics, Spherical Height-Mapping, Procedurally-Generated content,
Real-Time Shadow Volumes, Skinned Animation, Rope Physics...
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Soft Body Physics
Solo independent study project. Buzzwords: 3D, Soft Body Physics (cloth, jello, trampoline),
DirectX Pixel and Vertex Shaders, Real-Time Shadow Volumes, Environment Mapping, Skinned Animation,
Height Mapped Terrain, 3rd Person Camera...
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Insecticide
Junior-level game, created with 3 other DigiPen students. Buzzwords: 3D, FPS, Networked,
DirectX Pixel and Vertex Shaders, Skinned Animation, Level Editor with Win32, Particle Systems,
Newtonian Linear Physics...
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Spring-Damper Physics
CS460 Final Project representing Physically-Based Animation. Uses Newtonian concepts
to simulate springs, as well as angular and linear dynamics of rigid bodies. Graphics
in DirectX using pixel and vertex shaders...
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Skinned Animation, IK, and Splines
Culmination of first 3 CS460 projects, representing various aspects of articulated model animation.
Implements Skinned Animation, spline path following, and interactive/dynamic Inverse Kinematics.
Graphics in DirectX using pixel and vertex shaders...
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Ray Tracer
Culmination of CS400 projects, representing recursive ray-tracing. Implements ambient, diffuse, and
specular light-models, incorporating both reflection and refraction using the Fresnel term. Also
implements depth-of-field and ray-torus intersections as special features. All rendering done in software...
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3D Software Renderer
Culmination of CS350 projects, representing a software implementation of the 3D rendering pipeline.
Features include Sutherland-Hodgman view-frustum clipping, Gouraud shading, texture-mapping,
environment mapping, and bump-mapping, in addition to performing all transformations and rasterization
using Edge-Tables...
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Symbiosis
Sophomore-level game, created with 5 other DigiPen students. Buzzwords: 2.5D Isometric, RPG,
DirectX Sprite Engine, Particle Effects, Level Editor with Win32, A* Pathfinding...
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