SDL/OpenGL Projects

Name: Game Engine
Image: asdf
Description: My first venture into 3d engines. This is a vastly unfinished work in progress. I intend to expand it to a full fledged engine, but for now it only supports drawing of planes, rectangular prisms, disks, cylinders, a working camera, and dynamic 2d texturing. It lacks advanced polygonal rendering, an event system, or sound for the moment. The graphics are rendered using OpenGL, which I am still very much in the process of teaching myself, and I intend to implement a wrapper around OpenAL for the audio.

Name: Geometry Wars Clone
Image: asdf
Description: I went with what seemed like an obvious choice for my first full game in OpenGL. I’ve created a Geometry Wars clone. As of right now, it is unfinished. There are still a few game changes and effects that I want to add, but other than that, it’s pretty legit looking.

Name: Cube World
Image: asdf
Description: My first ever 3D program. You are a block. Jump around, collide with blocks, and have a great blocky time!

SDL Projects

Name: PSI Engine
Image: asdf
Description: An unfinished, but working and easy to use object oriented graphics/game engine wrapped around the SDL library. Includes graphics, audio, and event managing. This had been a pet project of mine, off and on, for about a year and a half. I spent that time optimizing, shaving milliseconds, and adding functionality. Making this engine, I learned quite a bit, and that knowledge will no doubt benefit me in all future projects. Includes a small program I wrote to help me benchmark and test my engine.

Name: Sand Game
Image: asdf
Description: My final for my Advanced Programming Projects class in high school. I recently found it in an old storage device and figured I’d throw it up.

Controls:
W, A, S, D – move the world 1 – Sand
2 – Water 3 – Static
4 – Gravity up 5 – Gravity left
6 – Gravity right Numpad – changes grid size

Name: “Telepathic” Tunnel
Image: asdf
Description: More of an inside joke between a former roommate and me, this is a program made with the PSI_Engine (above) and is just 10000 20pxl by 20pxl shapes that bounce around in the window and change their blue color value based on their distance from the center. Creates what resembles a tunnel, hence the name.

Name: Snake
Image: asdf
Description: Snake. That simple. Made with my PSI_Engine.

Borland C++ Builder 6 Projects

Name: Sprite Cutter
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Description: A very old program of mine, Sprite_Cutter is a great example of how not to program an application. While it is fully functional and quite helpful for cutting out sprite sheets, I wrote this simple application when I was just starting to learn how to program. It was originally meant to be used on the “Zelda: A Link to the Past” map image to make it easy for me to cut out those 16×16 pixel tiles, but it later was expanded for use on sprite sheets. Created using Borland C++ Builder 6.

Name: Zelda Final Proj
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Description: Another very old program of mine, “Zelda_Final_Proj” is my final project from my second programming class. It is, again, a very good example of how not to write a program. I made this when I was first being introduced to classes and structures, so the program is riddled with unnecessary and incorrect uses of both. The program is very unfinished, but basically you can control Link, from the Legend of Zelda games, and chop bushes, grass, and Blue Guards. Left or right Control swings the sword and E picks up bushes. Not much to it. Includes a map builder to make map making very simple. I was actually quite proud of that and put more effort into it than the actual program. Created using Borland C++ Builder 6.

Name: ECLIPSE
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Description: This… is really old. This was my final project for my very first programming class and is the FIRST game I ever made with 2D graphics… It is really, really, reeeeally terrible. The perfect example (yes, I know I’ve said this a few times) of how NOT to make a program. Created using Borland C++ Builder 6.