Month: August 2015

  • OceanMars

    OceanMars

    This game was made with the same team of friends that had created An Ice Fortress Production. Spurred by our first game’s success, we wanted to create a multiplayer platformer and fighting game. We decided to write most of the code from scratch – including our own networking, physics, and animation systems – barely using any included…

  • OpenGL Engine

    OpenGL Engine

    My first true dabble into OpenGL and shader programming, this basic engine supports texture and normal mapping, blinn-phong shading, and anti-aliasing. More interesting features include a skybox with moving and morphing clouds that glow when they’re close to the sun, a billboard sun that can be raised and lowered to simulate any times between sunset…

  • 2D XNA Game Editor

    2D XNA Game Editor

    This editor does a couple of neat things that XNA normally cannot do. First of all, it is a Windows Forms project, not an XNA project, because Windows Forms have so much built in functionality that XNA doesn’t have – from the basics, like an event listener for keys and mouse input, to more advanced…

  • SkyCrane

    SkyCrane

    A 48-hour marathon, this game was made by four friends and myself on a rather random weekend. Designed by all five of us, it is a four-player class-based cooperative wave-survival game, played from a top-down perspective. The twist is that the characters can pass a ball of energy between them, that grows more massive the…

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