Space Ship Creator

Categories:

  C#, XNA, Instancing, Texture Atlas



     I started this project in order to experiment with a block like construction method for space craft. The overall objective would eventually get it to a point where you could use the resulting ships in a game.

    



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Hexagonal Terrain

Categories:

  C#, XNA, Hexagonal Tiles



     The objective for this tech demo was to experiment with the rendering and data structures behind a hexagonal tile map.

    



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Tank Havok

Categories:

  Blitz Basic, Directx 7, AI, Pathfinding



     Tankhavok was a game that was started out of interest of making a simple arcade tank game. The design and programming of it included a few new aspects such as AI and Pathfinding and having a standard format for maps. This project was during high school.

     The game started off as a rather simple concept with large open fields to make pathfinding easy (shown in the last few images). Then with maps being represented by 2d images for use by A* pathfinding, urban maps and more complicated maps came about with slight improvements to the model quality. Simple AI behaviors were added with options for the players to give nearby friendly AI orders. Overall the game was a good experience to program with many lessons learned in organizing code and level development. The images in the gallery are in chronological order and show how the game progesses over development.



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Real Time Strategy

Categories:

  Blitz Basic, Directx 7, Map Editor, Terrain



     This was my first venture into the concept of a real time strategy game. The objective was to nail down some key aspects such as making a map editor and rendering top down terrain with foliage. This project was done during high school.

     This project was more for the objective of learning and trying my hand at a few key concepts of a real time strategy game. Some of these concepts included: group movement, strategy AI player and a map editior which generates trees and grass automatically.



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First Person Shooter

Categories:

  Blitz Basic, Directx 7, Terrain, FPS



     When i was in high school i played alot of first person shooters, this eventually led to me wanting to give it a shot myself. The objectives of working on a first person shooter were to look into rendering both terrain and foliage from a changing perspective where level of detail would constantly be changing.

     In addition, concepts of collisions and spawnable entities were played around with.



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Air Defense

Categories:

  Blitz Basic, Directx 7, Weekend Challange



     This project came about as a challange to myself to see what i could get done in one weekend. Needless to say it is not the best game out there, but for a saturday and part of a sunday it is not too bad of a feat for a highschooler.

    



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