
Award Winning Projects
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Current Projects
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The Progressive Engine - Summer 2007
Looking back at my previous Progressive Engine that I created at least three years prior, I decided to apply all of the new things that I had learned and experienced and to bring Progressive up to date. This incarnation takes a more professional, data driven approach to creating a useable game engine. It currently contains a renderer, a physics system, a sound system, a multi-threaded resource system, and a scripting interface as well as a content pipeline. It is written in C++, C#, and Python. Read more... |
Previous Projects
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Open Nero - 2007
In order to expand the goals of the original Nero and to aid in research I was hired by the University of Texas to assist an AI technology class and to create a new open source version of Nero. It is designed to be multi-platform (currently Windows and Linux) and allow for user created gameplay mods as well as an ai plugin architecture that lets researchers try out experimental ai algorithms in a gameplay environment. |
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MySims
[Website] - Summer 2006,2007
Over the summers of 2006 and 2007 I worked as an engineer with the MySims team in The Sims Division of Electronic Arts: Redwood Shores studio. While there I worked on many rendering, pipeline, and systems issues including dynamic lighting, culling, shaders for the Wii (shadows, water, bloom, DOF), multi-threaded resource management systems, and pipeline tools as well as many other tasks. |
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Ghosts on a Plane
[Download] - Spring 2006
'Ghosts on a Plane' is an action oriented game in which the player must protect his fortress from invading undead creatures. The game features neuroevolution of monsters using rtNEAT so that they will adapt to the player's defense style. Wrap that concept up with tons of cool features, and you've got a great game! Sample Code: [ ParticleSystem.h ] [ ParticleSystem.cpp ] |
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Shadow Mapping Demo
[Download] - Winter 2005 |
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Celshade / Water Demo
[Download] - December 2005
As a final project for a graduate level graphics class at the University of Texas I decided to create a celshaded type program to simulate the effect of games such as Zelda : The Wind Waker. Uses multi resolution shade maps and Cg programmable shaders to simulate the cel effect. Sample Code: [ model_shader.cg ] [ water_shader.cg ] [Shot 1] |
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Animator
[Download] - November 2005
Animator is a animation tool used to create quick animation movies. Inside is built a hierarchical skeletal system and a fully functional particle system. |
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xGameProject - Summer 2005
Summer 2005 I began working on a new next-gen engine and game based on a futuristic city premise. The team is comprised of freelance developers from around the world. |
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NERO - Spring 2005 to present Neuro Evolving Robotic Operatives. This game is based off the concept of fully trainable entities. You start out with simple empty brained robot units and, through use of neuroevolution and neural nets in Ken Stanley's NEAT algorithm, create a sophisticated tactical team. I've been serving as the Lead Programmer since August 2005. |
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Normalize - December 2005 A heightmap to normal map converter. Loads in >= 24bit bitmap files and outputs normal maps and dudv maps. Useful for creating normal maps for terrain and water type projects. [ Download ] |
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Pathfinding Robot - Fall 2004 As a demo for Project NERO, I created an application that implemented Dijkstra's pathfinding algorithm. It was able to move around a edge connected map in a least distance manner. |
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QScheduler - Spring 2003 Unhappy with most freeware scheduling / time management programs out there on the web, I created my own. It is fast, memory light, and easy to use. [Download] |
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Flashcards - Summer 2002 Due to pressures of some memorization classes at University, I created this easy to use flashcard application. Simply edit a text file and you have digital flashcards ready to go without spending hours making them! [Download] |















