3D Race Game with Bullet Physics |
This is a 3D Racing Game that I worked on while in my final year of university, I worked on it with a team of 9, mostly artists. I was the lead programmer, I worked with two others one who was an AI programmer and the other who did the User Interface programming such as HUD and Menu's. |
PhysX Rude Goldberg Machine |
This is an implementation of the PhysX library, I produced a small Rude Goldberg machine which demonstrades some of the fudemental functionality in the PhysX library, such as contact reporting, loading static mesh, generating convex hulls etc. |
DirectX 10 & HLSL Bump Mapping |
As part of my final year at university I had to research and implement Bump Mapping algorithms using the DirectX 10 pipeline. We studied the DirectX 10 pipeline in great deal from a performance perspective, looking at bottle necks and different methods of injecting data into the pipline. |
Urinal Simulator |
This is a Game I wrote for the GP2X, although the source distributed below is Windows. This was produced for a final year module at University. |
GS2 Race Game |
This is a techdemo showing off my game engine, it shows off some basic physics, terrain and texture generation and dynamic sound synthesis. A more impressive demo to show off the engine is currently in development.
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Mushroom Roulette |
This is a puzzle game where each level is the puzzle to be solved, you have to solve the puzzle in each level collecting the most score points possible, depending on how you solve the level will define just how much score you manage to collect. More info: http://www.mushroomroulette.com/ |
Trax Puzzle |
This is a puzzle game concept I created for my Final Major Project in college, the idea is that you have balls of energy spawning at the top of the game and they have to work their way through a maze of pipe tiles into the correct collection holes at the bottom. Each level you complete you get a bonus function that allows you to delete a tile, add a new tile, give you a new set of tiles etc. The game was designed to be language independent so I use mostly just symbols to navigate the game and try to keep the use of language specific characters to a minimum. |
Connect Four |
This is a replica of the milton bradly game Connect Four, you play against the computer AI with optional difficulty. |
Nexus |
This is a 3D techdemo using Ogre3D and OpenAL, here what I do is try to maximize a small amount of space. The inspiration comes from the game Prey. |
Orbup |
This is a puzzle game where you have to match the colours in the top left corner of the screen with colours on the sine terrain, so if the colours sequence says 2 blues and 1 red you have to only have those three colours on the sine terrain. Each round you get given 3 - 6 new colours and you can store 20 at one time in your personal colour bank. |
Alkatraz |
This is an online multi-user chat room I programmed in Visual Basic 6 around the age of 14-15. It has 6 different rooms that users could walk around in and chat to other users, it's based on the Alcatraz prison and has a small storyline for users to explore and complete with friends. |
Teapot Hunt |
This is a small techdemo using Ogre3D, you play as a teapot tank that fires rockets out of it's spout, your mission is to catch the red teapot who is using the tree's to hide from you. You can drive the car by walking into it and pressing 'E'. |
Half-Life 2 Modifications |
Sometime in 2007-2008 roughly I developed two source engine modifications entirly independentally, this includes all programming modifications and source code. Due to my limited 3D Modelling & Textureing skills this is where the moficiations lacked the most but the modifications to the game flow are very distinct in both modifications. |







