Home Completed Projects

This section is dedicated for a collection of my works through programming years
Money mouth Editor pick!: Project of the Year

The research has been carried on during my Honours year. The research addresses an interesting problem in modern game applications regarding to real-time rendering, where a game scene is detailed with large number of various kinds of objects.

According to this, the research has been experimented into many optimization strategies in order to maximize the GPU utilization. We mainly explore the system limitations and try to improve bottlenecks by implementing the best combination of acceleration algorithms and the new features introducing in DirectX 10 rendering technologies.

While carefully monitoring with a couple of proper Profilers, together with the optimal usages of Skinned Instancing, Geometry Shaders, Scene managements and etc., finally, we manage to render more than 300,000 animating objects on the scene at 30 fps.

The development roadmap has been recorded in the Honours project blog. Or you can continue reading on this topic for the project summary and showcase.


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Last Updated (Friday, 16 July 2010 20:16)

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The demo shows the Piecewise-Bezier Curve animation control system. Users can adjust the curve's shape by moving control points position. Objects can be placed on curve and move along under the gravity at the time users adjusting the curve. Not only that, using the hotkeys, users can switch the camera into the Roller Coaster view mode where we can watched the animation as if we are in the front seat.
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Last Updated (Wednesday, 07 July 2010 07:16)

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realtimeworldslogo

Since

this wasn't my very first job as a programmer, so I'm not deadly nervous and sweating. However, it's still very exciting and challenging since this is my first job as a programmer in the game industry!
First of all, I should make it clear that I was working under NDA (Non-disclosure agreement) which I'm not supposed to give out any of information about the project I've been done before it's announced officially by the company.
I rather like to dedicate this space for my testimonial and summarizing what experiences I have gained while I was working at the company, along with those talented professional game programmers.
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Last Updated (Saturday, 17 July 2010 15:02)

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Money mouthEditor pick! : Project of the Year Award

CEPA

Project is a full game project from a team of 5 people which I have taken part as a team leader. The project is produced as parts of my third year university’s Group project.
The main idea of the project is about the whole software development process, team organization, project management and software engineering. Involving as the team leader, I have to do all producer’s jobs, including schedule planning, documenting and motivating team members. I have learnt so many things during the project execution, not only programming and designing but also about managing and team mentoring where demonstrating professional behaviors and maintaining inter-personal relationships among members are very important.

Apart from the Team Leader, another role is also to take care all graphic programming, and implement most of core modules of the application.

Let's talk a bit about the game...


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Last Updated (Saturday, 17 July 2010 15:06)

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Procedural terrain

The project shows terrain generation techniques, and how to implement them together to form a terrain editor tool for game artists.
The project shows terrain generation techniques, and how to implement them together to form a terrain editor tool for game artists. The demo shows many algorithms and techniques that we could use in combinations in order to create a believable terrain in game application. Not only that, it also presented the various methods for creating some procedural game objects, such as Trees, Clouds and Water.
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Last Updated (Saturday, 17 July 2010 15:08)

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DirectX HLSL

The demo come from my DirectX coursework, which the synopsis is pretty much as same as when I did my OPENGL last year. Additionally, we are more focused into HLSL Shader programming.
Shader programming becomes more and more popular, even is the industry standard now. It's no question that GPU has become more and more powerful nowadays, so learning how to use them properly will be a must to any Graphic programmer.
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Last Updated (Saturday, 17 July 2010 15:22)

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Scripts parser

The demo is parted of my course works for "Game Tools Programming" module, at Abertay University.
The idea is to show how to create a script parser that can be used to help users quickly manipulate and test the game scene in real-time. Users are allowed to attached 3DModel objects and control their animations, point light objects and etc.
The tool is quite helpful, to help our 1st year students to understand a simple scripting language where allow them to test their own 3D model on the game scene
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Last Updated (Saturday, 17 July 2010 15:26)

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PS2 3D Graphic Pipeline (2007)

This is the 2nd module that we have to learn PS2 architecture. This time the focus has been drawn into the 3D pipeline, mainly the Vector Unit 1 and 2.
The demo shows a few different VU program that handle different effects that could be able to implement into 3D game. We can see the program that provide the animation to our 3D character. Multiple lights that shade the scene, Skybox and Terrain/Detail implementation using Heightfield.


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Last Updated (Thursday, 12 March 2009 11:04)

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PS2 Project Doom (2006)

Money mouth Editor pick! : SCEE Award Winner

 


Video

The project is created base on the famous DOOM game. Even idea is the same, but the game need totally different implementation to make it happens on PS2 Console.
Many techniques in the game are blasted from the past, mix with some modern ingredients. I'm very sorry to say that without PS2 Linux kit, the game couldn't be able to play. Anyway, please check out the game play video inside, I bet you will like it.


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Last Updated (Tuesday, 06 July 2010 08:11)

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OPENGL 3D Scene (2006)

 

 

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OPENGL is the graphic API that's used to build many great game, and it's still supported by a range of high-ended graphic card. Since the classic state machine and C functions is used, then it's great for cross-platform programming as well.


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Last Updated (Monday, 16 March 2009 00:48)

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PathFinding Algorithm

 

 

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Download LEE PathFinding

These small applications are my work from the Pathfinding in Games module. I'm quite amazed and impressed in the mathematical power which's used to produce the Pathfinding algorithm.
The demo is created in order to demonstrate the algorithms as visualization.


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Last Updated (Wednesday, 25 February 2009 02:14)

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DragonballZ VS Fighting Game

 

 

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This is a 2D Fighting game created by using Windows GDI. The game idea came from my favorite action manga called Dragonball, written by Toriyama Akira. The story is about an adventure of a young boy names Goku, and his friends who trying to find set of the magical crytals that can give you anything you want just in one pray.


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Last Updated (Wednesday, 25 February 2009 02:18)

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Space Duel

 

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This is my first game which is developed under Playstation2 console environment. Game Graphic is built on NCURSE, text-console extension library. Two players VS fighting style is the main game idea. In gameplay, players're allowed to upgrade their ship by select and picking up items. Game will finish when either player lose all lifepoint.


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Last Updated (Wednesday, 25 February 2009 02:14)

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Alien on GameBoyAdvance (2006)

 

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This is my work from Game boy advance development module. I've got the idea from Super Mario, the classical platform game from Nintendo. The game contain one level with various atmosphere, from Castle to Church in Goth.
This game is developed by C++ using devkitadv, homebrew GBA compiler based on GNU GCC. The game is built in order to study the ARM CPU structure and GBA hardware features.


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Last Updated (Monday, 16 March 2009 02:55)

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Star Surfer

 

 

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This game is developed by C++. I make this game in order to explore some basic data structures. The game shows how to build simple and straight forward game. The graphic output is the Win32 console, using the Andre Lamothe extended library. High score record is provided in order to study file I/O functions.


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Last Updated (Wednesday, 25 February 2009 02:13)

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Dream Quest (2005)

 

 

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The game is developed using Flash actionscript. It's a simple RPG game that let you do some quests base on fantasy storyline. Players allow to explore the world of Dream Quest and save the people from the evil king. You need to collect three golden keys in order to open the devil gate and defeat him. I've included side quests that give you bonus points if you can find the protection amulet and the magical orb.


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Last Updated (Monday, 16 March 2009 02:55)

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Welcome to CGT

aerith

 

 

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This is my first coursework at Abertay. It does look like an introductory more than a hardcore game coding. For the introduction, our class has been assigned to use Flash to create the banner in order to promote our programme.
For the people who doesn't know, the demo will be laid inside which is able to view online. Please navigate using Read more button.


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Last Updated (Wednesday, 25 February 2009 02:12)

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