GLSL Cloaking Shader
Dec 2010The Predator/Doom Style cloak shaders are a GLSL shader that I wrote to replace the boring translucent effect commonly used in the open source Doom port GZDoom. The first 2 pictures show the classic versions that I made to mimic the original Doom style of fuzz/cloak effect. The second set of 2 pictures if a modified version I made, the one makes the monster have a sort of TV static invisibility, and the other combines the static with a larger scale jittering effect.
GZDoom can be downloaded here, and Doom can be bought here or a free fan made version can be downloaded here
To view the effect press tilde and type "summon spectre" in the console, to select the different effects go into the Options\Display Options\OpenGL Options\Preferences and switch between the various "Fuzz Styles". The effects will still animate while the menu is open. |
Type: Demo
Requires:
OpenGL 3.3+ Windows XP sp2 Game Any Doom engine game Downloads: Source
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PEEWEE
Apr 2010PEEWEE is a project I did in the second half of the 3rd year. We were required to make a 2d and a 3d game by ourselves; PEEWEE is the 3d game I made. The game play was designed to be similar to, but better than the BAOAP game I made in 2nd year. Excluding the base code which was a taken from one of our Direct X assignments, I wrote all of the code myself.
This project was required to show off some of the shader techniques we had learned in the class. I wrote a vertex shader to curve the world which created an artificial horizon even though the world was technically a square that looped from top to bottom and side to side. I also used a pixel shader on the bullets that renders a plasma background based on screen position rather than actual vertex position. For this game I was given about one month to complete it. |
Type: Game
Requires:
DirectX 9c Visual C++ 2008 Redistributables Windows XP sp2 Downloads: Executable Source
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Lizard Looter
Apr 2010Lizard Looter is a project I did in the second half of the 3rd year. We were required to make a 2d and a 3d game by ourselves; Lizard Looter is the 2d game I made. The game was inspired by the Thief series. I wrote all of the code myself.
The project taught me how to build a simple game using XNA and the .Net framework. The project gave me an opportunity to apply all of the knowledge that I had learned in class to create a full game, with a well-designed object oriented backend that would allow for easy extension.
To run Lizard Looter just download and run the setup file and it will do the rest. |
Type: Game
Requires:
DirectX 9c Windows XP sp2 .NET 3.5 XNA 3.1 Downloads: Executable Source(PC/Xbox)
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MIMIC
Jan 2010Mimic is a Global Game Jam game I and 4 of my friends from BCIT did. At the end of the game jam we received much praise from the judges for using our own engine, for having a mostly complete game, and for completing so many of the optional challenges for the game.
Mimic does have some issues: the players attack comes from the wrong side of the head, killing enemies is very difficult, and there is no way of knowing how damaged you or the enemies are. |
Type: Game
Requires:
DirectX 9c Windows XP sp2 .NET 3.5 XNA 3.1 Xbox360 Game pad Downloads: Combined Game&Source
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Star Con
Oct 2009Star Con is a gravity based space shooter similar to Star Control 1. The game is written in C++ utilizing OpenGL for rendering. I was responsible for writing the enemy ship AI routines and designing 2 of the ships. The challenges of the AI included avoiding the gravity well and finding the closest path with the side wrapping based movement. We used an SVN server to ensure that we did not overwrite others code. |
Type: Game
Requires:
Visual C++ 2008 Redistributables Windows XP sp2 OpenGL 1.1 Downloads: Combined Game&Source
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Cantankerous Tank DS (Beta 0.92)
Aug 2009Cantankerous Tank DS Beta is a conversion of the famous Newgrounds(with permission from Dan Paladin) game Cantankerous Tank to the Nintendo DS. I wrote it from the ground up using an unofficial SDK for Nintendo DS development, and an R4 card to test with.
I learned both about the limitations of the Nintendo DS hardware and the importance of building layers of abstraction to ensure that the hardware does what is intended rather letting the exact specification get slit up to many different locations in the code.
I did not finish due to returning to BCIT. |
Type: Game
Requires: unknown. Downloads: Game
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