
Whodunnit
My first attempt at using the OpenGL library in C++. The concept was a murder mystery game where a variable number of players encounter a dead body. The number of players and their models were configurable via an external file. Unique colors were assigned based on the number of players.

Shinny
A later attempt at utilizing the OpenGL library. Lighting, cube mapping, alpha/discard transparency, and textures were added.
Shinny
An overhead view of the simulation. Particle physics with sphere-sphere and sphere-plane collision was added the scene to allow the ‘dummies’ to bounce around the ice.

Maze
The ‘Night Time’ view of a maze created as part of a Graphics I Final Exam. The scene would dynamically transition between day and night time, featuring a set of moving spotlights and a dynamically dimming directional light.

Maze
Created as part of a Graphics 1 Final Exam. A maze generated via an external text file. Walls and light sources are generated based on the geometry of the maze, whereas other points of interest (ex. foliage and crystals) were specifically placed.

Hangar
Created as part of a Graphics I Mid-term exam. A scene with some basic lighting and untextured models. The rear wall opens to display a randomly generated array of stars in the background.

Slapshot
A projectile simulation that allowed the user to fire a puck at a series of particle/planes. The entire scene was configurable via an external file and would build and package a release candidate (complete with installer)

Slapshot
Using a series of rod and elastic constraints, a series of particles were created to simulate a mesh netting that the user could shoot pucks into.

Slapshot
The geometry of the rink was simulated by using a series of planes precisely placed at angles around the curvature of the boards. The exact number of planes and their placement could be configured via an external file to provide a precise accuracy as the puck came in contact with the corners of the boards.

Invaders From Space
A reproduction of ‘Space Invaders’ created as part of a ‘Game Engines Frameworks & Patterns’ Final Exam. The shields could be destroyed pixel by pixel.

Invaders From Space
Despite appearing as a 2D scene, the scene was actually rendered in 3D and more dynamic views could be achieved by manipulating the camera.

Invaders From Space
A low angle view of my ‘Space Invaders’ reproduction.

Hallway
A particle collision simulation where the user can fire particles down a hallway and observe collisions between particles, as well as the planes that represent the hallway.

Cannon
A projectile simulation created for a Physics I mid-term exam. The user could fire 4 types of configurable projectiles, each with their own mass, radius, muzzle velocity, and acceleration.

Star Flight
A short animation created using a primitive scripting language. A series of ships would fly through space, narrowly avoiding each other while a camera dynamically follows a player ship’s movement.

Star Flight
A player ship strafes out of the way of an oncoming cruiser. This scene was animated using a series of commands supplied via an external JSON file.














