I am a generalist C++ programmer with interest and knowledge in a broad range of game programming topics. I have spent a large amount of my programming career on physics and architecture, but I also have experience in graphics, AI, and network programming. As a recent graduate from DigiPen Institute of Technology in the RTIS degree, I have worked on four major game projects from start to finish, three of which were developed in teams of four programmers each with the occasional artist.
- C/C++, C#, Lua, MSSQL, XML
- 3D physics simulation and game physics engines
- DirectX 9, HLSL, OpenGL, GLSL, particle systems and shader-based effects
- Various AI and pathfinding algorithms
- Component-based framework architecture
- Reliable UDP implementations
P.S. Executables for any project or demo are available upon request.
Raid the Crypt: Top-down grid-based game where you avoid the mummy, find the treasure, and escape the crypt.
School year: Freshman
Team size: 4 programmers
Development time: 4 months
This was the text-based game made during… ->View more
This demo features A* pathfinding using the DirectX sample framework.
For the provided scenes, a simple 2D grid is used. Two heuristic methods are provided, and a weighting option can be applied to these heuristics to influence the search.
… ->View more
This demo shows a few scenes of my first 3D rigid body physics engine. This was the physics engine we used in Lux.
The entire engine was written by me and was heavily influenced by the paper “Non-convex Rigid Bodies… ->View more
This demo features view frustum culling using portals.
The scene is first parsed and stored into a BSP tree. The tree is used to construct a list of rooms and “portals” that can be used to cull out objects that… ->View more
This demo features reflection and refraction mapping.
A single object in the center of the scene is textured with the reflection/refraction maps while a number of objects rotate around it. A skybox is also being rendered to show the environment… ->View more