
Shinny
An updated version of the ‘Shinny’ game shown in later slides. This version uses deferred rendering, reflection/refraction, full screen frag shader effects, and various frame buffer objects to display a different view of the scene on the tv screen beside the boards.

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.

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.
Shinny
A later attempt at utilizing the OpenGL library. Lighting, cube mapping, alpha/discard transparency, and textures were added.

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.

Space Ship Interior
Utilizes frag shader effects to add distortion to tv monitors and multiple frame buffer objects to show exterior views of the space ship on the monitors on the left and right of the scene.





