HardPG

Been a while since I posted something. I’ve recently graduated, married, and have a child on the way, so its been pretty busy!  So back in May, my group finished our senior game project, where we developed a game in C++ and Ogre3D.  We really wanted to try out making our own engine for this game, so it’s not as complete as we would have liked. It was a fun process, and we learned a lot trying to tackle the engine building process. My partners are a bit goofy, but awesome, so our video is entertaining at least.  Hope you enjoy!

http://dangling-pointers.itch.io/hard-pg

Things I got to play with:

  • Lighting
  • Toon shaders using GLSL
  • Graphical User Interfaces using MyGUI
  • API comments written in Russian!
  • Xbox controller integration
  • Projectile physics
  • And much more!

Main difficulties / challenges:

  • Memory management / run time complexity
  • Lighting / custom shaders
  • Art Assets (we’re not artists)

My first toon shader

Hello! I’ve been hard at work this semester finishing up at George Mason. I’ve been working on a semester long project to have a game built by the end of the semester. We are using the Ogre engine to power our graphics and hoping to have a fun, challenging action rpg to show off.  This week, I learned how to implement shaders in Ogre and implemented a Toon Shader in GLSL.  We are applying it to most of the character models in our game for a fun look.

Here he is! Currently, he is using specular and diffuse lighting for his different shades.

diffuse      specular          myFirstToonShader

diffuse         +       specular           =       Profit!

Without further delay, the Source code!

https://gist.github.com/bshea5/76416d42e84c95f7960a

Maze Tower Defense prototype

New video!

This is a my prototype game from Game Programming 1. It is made by Brad Segobiano and myself.

Summary of the game: It is a tower defense style game. Utilize your towers to not only shoot ogres, but also create a maze they must traverse in order to reach the way-points. Kill ogres, earn cash, and build your ultimate maze!

Some Details: Game is built using the Ogre3D graphics framework as our foundation for our game engine. Everything else is written by us.  The ogres are using A* path-finding algorithm to get from one point to another. Some of my major contributions to the game include the mouse controls, the game state architecture, the towers, the shooting orbs, and other gameplay mechanics. Future additions will include new textures, including turning the ogres into robots to fit the them. We also want more variety in tower types and creep types.

https://github.com/Segobiano/425_Final_Project

Brad Segobiano’s work can be found on his site: http://segobox.com/

A* Pathfinding

 

aStar_demopic1

Hello again! This is my implementation of the A* algorithm. I’m using it to find the optimal path from one node to another for each ogre.  The ogres will walk that path while avoiding obstacles.  If not path is available, the ogre will simply not move. The poor ogre in the center will never move, since he’s surrounded.  Its a rather quick video, but it should give you a decent idea.

This was written for a Game Programming assignment, so I will release the source code when I’m allowed to.

UPDATE: Here’s some source code!  myGitHub

It requires the OGRE graphics library to run. http://www.ogre3d.org/

RunEasonRun!!

stage_2 brawl_1

This is RunEasonRun!! My group and I developed this game back in Introduction to Game Design, just over a year ago. It combines something akin to an endless runner with a brawler mode sprinkled in.  It is written in Python and using Pygame to run.  I was the lead artist for this project, responsible for finding most of the background and many of the sprites used through out the game.  I also programmed for the game, mainly working on the brawl mode.  Feel free to download it. I’ll share a link to the source code, but you will need python and pygame installed on your computer in order to run it. Enjoy!

Team selfDot:

Lead programmer and producer: Hanzhang Chen

Lead artist and programmer: Brandon Shea

Programmer, and boss master: James Dressel

GitHub link: https://github.com/jtdressel/RunEasonRun

Download pygame at http://www.pygame.org/download.shtml

3D Free-Form Deformation with a lattice – CS451

Screen Shot 2014-09-30 at 6.27.13 PMScreen Shot 2014-09-30 at 6.30.18 PM

For my recent CS451 Graphics project, we were asked to implement a lattice of points around a 3D object that would deform the shape when points in the lattice are moved.  This is the result of my program!  Each point in the shape has a weight for each lattice point, and that determines how much influence a particular lattice point has on the rest of the shape. This is written in C++ and used OpenGL.

 

3D Animation “Box-Cat”

This was my final project from 3D Experimental Animation.  I’m delighted with how this turned out.  I love taking such a simple figure, in this case a box, and giving it such life.  I plan on doing some more ‘Box-Cat’ cartoons in the future.

Software used: Blender and Final Cut

Catmull-Clark Subdivision program

catmull_clark_mesh_image

Wrote a ‘mini-Maya’ program that generates a height field.  But the highlight of the program is its ability to perform subdivision smoothing on the mesh using Catmull-Clark.  This is all written in C++ using Visual Studio 2013 and FLTK. This is an extremely rewarding program to write and anyone who’s into graphics should give it shot.

Source Code: https://github.com/bshea5/Workspace_3D

Pixar used Catmull-Clark for the first time in their short, “Geri’s Game.”