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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. |
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Extremely flexible data-driven system, every aspect of the game is customizable, including the renderer. |
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Scriptable scene, objects, characters, cameras, lights, material, GUI and game events. |
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Powerful in-game console allowing on the fly script-editing and easy debugging. |
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Custom shader effects with any materials using HLSL (fx framework) shaders. |
| Download: alpha |
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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. |
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Created a tool to generate normalmapped-sprites (animated/non-animated) from 3D a model. |
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Generate normal, depth (height), silhouette, and colored map for the sprites in 16 directions. |
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Works with low-high poly-models. Ideal for generating depth/normals for 2D sprites and high-poly impostures. |
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Includes a demo featuring 2D hand-drawn sprites with dynamic shading and shadow with shadowmapping. |
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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. |
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Made entirely with Win32 API, no DirectX or OpenGL required. |
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Comes complete with map editor for higher replay value. |
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Selected by Guildhall’s faculty to enter IGF 2006 Student Showcase and shown in 2005 Guildhall Winter Exhibition. |
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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. |
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Uses stack-based virtual machine for function calls and recursion. |
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Lightly typed, native types are vector, string and number. |
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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. |
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Mass-spring damping system with Collision response. |
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Particle Physics. |
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Lunar Lander with auto pilot. |
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RK4 and Forward-Euler integration. |
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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. |
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Exports a custom chunked file format for any 3dsmax scene. |
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Exports position, UVW-coordinates, normals, tangents, material, indices, and animation (in quaternion). |
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Character animation using Vertex Shader. Supports 50+ bones per model, 4 bones per vertex. |
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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. |
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Able to render terrain using 2048x2048 height field with vertex lighting running on at ~400 fps on average. |
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Utilized Patched Level of Details technique used in Far Cry, Frustum Culling and Quad-Tree scene structure. |
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A separate editor allows real-time vertices editing and 6 layers of texture spats per chunk |
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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 |
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Load any Quake level fully textured and lightmapped, also perform collision detection using ray-casting. |
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Supports PVS and frustum culling for optimisation. |
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