directX, terrain splatting, base command, ogre track editor, XNA, A Star, parallax mapping
Here are some of my game development projects. I will be uploading additional stuff from time to time, so check back once in a while.
I have post online some of my projects source code - currently I uploaded source code for Base Command and Bullet Physics using DirectX.
Feel free to ask any questions or send suggestion. I would love to hear from you.
All my projects are packaged in a ZIP format, so no installation necessary.
All of my projects were compiled using Microsoft Visual Studio 2008, so you probably need to install the Microsoft Visual Studio 2008 Runtime Redistributable Package in order to run the application or else you may encounter problems like the dreaded error "Failed due to an application configuration".
All my DirectX projects were developed using the November 2008 SDK, that means you also need to install the November 2008 End User Runtimes in order to run my projects. You can also opt for their web installer version - which will always install the latest DirectX runtime. If you failed to update to atleast the November 2008 SDK runtimes, then you will get an error about missing DLLs.
You also need a video card that at least support Shader Model 2.0, usually video cards that were shipped from 2002 and onwards.
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DirectX Texture Splatting and Terrain Patches This project combines 9 blend maps to produce the final pixel for the terrain, adding it with vertex lighting and shadows using lightmap. More information on my blog post. Download both source and executable here (4.6mb). |
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Basic Octree using DirectX This project creates a static octree out of a .X mesh file to produce a scene that can easily be culled for visibility using bounding box. More screen shots and information here. Download both source and executable here (3.5mb). |
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Avoiding Steering Behavior and Pathfinding using A Star I combined both steering behavior and path navigation using A* in this sample mini tower defense like game. The beasts will try to seek to the target (blue fiery portal) while avoiding obstacles using steering behavior while the marine will do the same but instead uses a pathfinding method using A*. As an added feature, I added tanks which acts as the towers and would rotate to face the furthest enemy. Download both source and executable here (9.2mb). Read the article I wrote about this over at ziggyware. Since this is a .NET 3.5 project using XNA framework, you probably need both Microsoft .NET Framework 3.5 and the XNA Framework Redistributable 3.0 if you encounter any problems when running the application. |
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OGRE Track Editor I thought using OGRE's animation track for my game Base Command (below) would be the solution for my planes AI. I was wrong. After I finished the tool and created animation tracks out of it for in game testing, I find my plane's AI a little bit rigid and funky. So I went with steering behaviors instead. Silly me. But the tool is already done and is perfectly usable. Don't create those tracks by hand! Use this tool to define your nodes position and orientation for them to follow and the tool will generate an OGRE C++ compatible code format ready for copy and paste! More information can be found at the OGRE Showcase forum. Download application here (4.8mb). |
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Base Command A Missile Command inspired game. Uses open source libraries and free 3D assets! I also described briefly how I created the game, so anyone who would want to look at my code would easily find the stuff they are looking for and understand how the whole game works. So head over here for more information, view some of the source code online, see more screen shots and watch a short in-game video. Download the game here (22.7mb). Just unzip and run BaseCommand.exe under the BaseCommand\bin\Release folder. |
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The first open source phyics library that I used, unfortunately it suffers from some major issues. I describe those issues here as well as more screenshots and if you want to view the source code online. You can drive the vehicles using the arrow keys. Move the kinematic character using "UHJK". A spring based implementation (hooke's law) was applied for the chase camera that follows the vehicle. Download both source and executable here (1mb). |
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DirectX Parallax Mapping I combined all 4 types of textures being use currently in modern games - diffuse, normal, specular and a height map into this one with the help of Frank Luna's DirectX book. Download both source and executable here (14mb, contains high detailed textures). |