SAGS - Scriptable Adventure Game Skeleton

October 2006 - March 2007
Guildhall Final Project

SAGS is a 3D adventure game that allows players to easily add/modify contents by just writing Lua scripts. SAGS also comes with a 3D Studio Max exporter and a Sprite generation tool to help with all your art needs.


Extremely flexible data-driven system, every aspect of the game is customizable, including the renderer.
Scriptable scene, objects, characters, cameras, lights, material, GUI and game events.
Powerful in-game console allowing on the fly script-editing and easy debugging.
Custom shader effects with any materials using HLSL (fx framework) shaders.

Download: alpha
Screenshots:

 


 

 

Dynamic Lighting and Shadow for 2D Sprites

April 2006 - June 2006
Guildhall Research Project

The goal for this project is to give 2D billboarded sprites shading and shadow coming from dynamic lights.


Created a tool to generate normalmapped-sprites (animated/non-animated) from 3D a model.
Generate normal, depth (height), silhouette, and colored map for the sprites in 16 directions.
Works with low-high poly-models. Ideal for generating depth/normals for 2D sprites and high-poly impostures.
Includes a demo featuring 2D hand-drawn sprites with dynamic shading and shadow with shadowmapping.

Download: demo video
Screenshots:

 


 

 

X-IKONOS

July 2005 - October 2005
Publisher: Guildhall

A 2D multiplayer game featureing unique turn-based/real-time strategy hybrid system with photo-realistic visual.


Made entirely with Win32 API, no DirectX or OpenGL required.
Comes complete with map editor for higher replay value.
Selected by Guildhall’s faculty to enter IGF 2006 Student Showcase and shown in 2005 Guildhall Winter Exhibition.

Official Website : www.motortoday.com/x-ikonos
Screenshots:

 


 

 

Custom Scripting Language

April 2006 - May 2006
Guildhall Project

An interpreted scripting language with syntax simlilar to C. Useful for simple tasks in any game project.


Uses stack-based virtual machine for function calls and recursion.
Lightly typed, native types are vector, string and number.

Download: Gramma, Sample Script

 


 

 

Physic Demo Programs

April 2006 - June 2006
Guildhall Project

A collection of physic projects. The goal is to learn basic physics commonly used in games.


Mass-spring damping system with Collision response.
Particle Physics.
Lunar Lander with auto pilot.
RK4 and Forward-Euler integration.

Screenshots:

 


 

 

3D Studio Max Exporter /
GPU Character Animation

April 2006 - June 2006
Guildhall Project

A collection of physic projects. The goal is to learn basic physics commonly used in games.


Exports a custom chunked file format for any 3dsmax scene.
Exports position, UVW-coordinates, normals, tangents, material, indices, and animation (in quaternion).
Character animation using Vertex Shader. Supports 50+ bones per model, 4 bones per vertex.

Screenshots:

 


 

 

Terrain Rendering /
Terrain Editor

May 2006 – June 2006 /
October 2005 – December 2005
Guildhall Project

The goal for this project is to render large terrain that would not fit in memory by using LOD technique.


Able to render terrain using 2048x2048 height field with vertex lighting running on at ~400 fps on average.
Utilized Patched Level of Details technique used in Far Cry, Frustum Culling and Quad-Tree scene structure.
A separate editor allows real-time vertices editing and 6 layers of texture spats per chunk

Screenshots:

 


 

 

Quake 1 BSP Viewer

October 2005 – December 2005
Guildhall Project

An exercise to learn how BSP works using Quake 1 BSP maps. The Goal is to be able to load Quake 1 maps without using Quake


Load any Quake level fully textured and lightmapped, also perform collision detection using ray-casting.
Supports PVS and frustum culling for optimisation.

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Copyright © 2010 Maethee Chongchitnant. All rights reserved.