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Pandix v4.0 (WIP)

This is a personal project of mine that I've been working on in my spare time. The original goal was to make an SDL / OpenGL 2D graphics engine that was as efficient as possible on modern graphics cards.

I eventually wanted to add a palette system (sprite images are actually a series of indices to a list of colors called a color palette) which is built into OpenGL extensions but not supported by all cards. I accomplished this using GLSL shaders and having a 2D texture of indexes and a 1D texture of 256 colors.

The demo showing off this engine is very simple and straightforward. I use an old Mega Man sprite (owned by Capcom) who can change colors into other famous Nintendo characters. Since this is a work in progress, I can add ARB shader extensions later for cards that don't support OpenGL2.0 or even switch to CG for shaders.

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Aliens Vs. Robots

This is a small game where the player is a UFO floating above a group of robots. The goal of the game is to shoot the robots with the ship's cannon before time runs out. The engines used are OGRE for the rendering and Audiere for the sound and music. One of the interesting features is the placement of a second camera inside the cannon itself with its own viewport shown in the top right of the screen during gameplay.

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Bowling with ODE

This is another OGRE game that uses ODE for physics. There is no particular goal so it's more like a simulation to test the engine.

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OGRE Map Editor

My senior project from college is a map editor designed for programmers designing a game using OGRE as their rendering engine. The editor itself is a stand-alone executeable file and the MapLoader.h header file is what the programmer needs to include in his code in order to parse the map he made. For further details and instructions on how to use, see the design document.

*NOTE* Although I normally post source code, the code behind this is quite exstensive and a lot to read through. If under some circumstance you would still like to view it, e-mail me and I can send you a .zip file of it.

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Face Generator

This program is written in python and uses pygame to render the screen, so both have to be installed in order for this to run.

This is a program that uses genetic algorithms to match a given image. It starts off with a generation of images with randomly generated colors for each pixel. Then, through mating and mutation, it will eventually match the given image, which in this case, is a 10x10 image of a happy face. :)

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GBA Tile Test (WIP)

In order to use this program, you will need an emulator to run it. Visual Boy Advance is the only emulator I have ever tested it with. Please note that downloading ROMs copyrighted by Nintendo is illegal so I only reccomend using it for this program or other fan-made ROMs.

This is an extremely simple program that I would like to one day improve upon and turn into a full-fledged platformer. It is a small Game Boy Advanced ROM that utilizes the GBA's built in tilemap drawing system. There isn't much to do besides scrolling the screen around, but this program demonstrates my ability to use assembly and work around limited hardware.

The source code includes two python files I used to convert images into assembly code using pygame.

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Ray Tracer

This ray tracer features the ability to draw simple shapes: spheres, rectangles, and planes. There is code included to draw triangles, but there are still bugs with it. The ray tracer also has the ability to be anti-aliased using a randomization technique that treats every pixel like it has width and height and shoots random rays through it and takes an average of the colors it gets back. It renders a single frame and saves it as a .bmp image.

I plan to one day add a video made up of sequencial screenshots for viewing and download that has a camera moving around several static objects in the near future.

*NOTE* There is no compiled version of this program as it can take several minutes to produce a single frame.

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4x4 Matrix SIMD Test

This is a simple program that was made to test the difference between 4x4 matrix addition, subtraction, and multiplication operations being handled in a traditional linear sense and using SIMD. I do this by using one method a million times, then the second method the same amount and then print out the results. Since this uses SIMD in a way that does four operations at once, the difference is pretty clear, considering a program that does matrix operations every frame will hit a million pretty quickly.

It's a simple text based console application that doesn't to check if the processor of the machine it's being run on has SIMD support so I'm only including the source code for download. I also included a makefile that shows what flags need to be included when the code is compiled.

The website is currently undergoing major re-construction right now. More code projects and demos will be up here in the near future.