Worked with three other students on the development of a physics-based, 3d iOS racing game, Torque, building an engine from the ground up. Implemented using Opengl ES 2.0 and the open source Oolong engine as a basic foundation; code primarily in C++.
As an exercise to learn SSE/SIMD, I developed a deferred, multi-threaded, SIMD optimized software triangle rasterizer. Implemented support for per pixel lighting from an arbitrary number of lights with basic phong shading . Developed a small SIMD math library and lockless depth buffer to facilitate this project. Implemented in C++.
Source: Code
Designed and implemented a toybox game engine primarily for multithreaded execution with loose coupling between systems. Scalable threading architecture built on Intel TBB 3.0 and capable of handling thousands of simulated entities at once. Implemented in C++.
Presentation available here: Presentation
Video available here: Video
Source available here: Code
Designed and implemented a fluid volume and rain simulation with real time application. Implemented in C++ and Python and rendered in Maya.
Presentation available here: Presentation
Paper available here: Paper
Designed and developed a board/collectible card game, Steam Barons, and a Euro-style board game, The Fight for Flight as part of a Fall 2010 Game Design Workshop class.
Fight for Flight materials available here: Materials
Steam Barons materials available here: Materials