Sidus Bellum is a 3D space shooter for the Xbox 360. It is written in C# with Microsoft's XNA Game Studio. The game is being
written as a four person team to satisfy a two semester project requirement for graduation. We are in our second semester of
working on the game. A blog has been started here.
Here is a video that showcase's
our current progress:
Research Visualization
For my research assistant position, my job is to create a visual form of the research data. The research is regarding detecting
and properly dealing with network nodes that may be damaged and corrupted. There were some requirements that added some complexity
to the project. First, it was meant to be graphically intensive, so it was decided that the visual portion of the project should be
able to run on an Xbox 360. Second, there was meant to be a means to control the visual portion from a laptop. So, the project
ended up being split into two portions. The visualization and the remote.
The visualization portion is written with XNA and can be run on either a PC or an Xbox 360. The remote is a winforms application
that can only run on a PC. The two can connect via UDP if the visualization is run on a PC or via System Link if run on an Xbox.
Here is a video demonstrating how the current version works:
Asteroids in Assembly
I wrote an asteroids game that might not impress most folks. However, what makes it noteworthy is that I wrote it completely in
Assembly. This was my final project for a course in Assembly. I learned a lot about low level programming to get it working
correctly. I had to learn how to load more memory in to have room for the double buffer. I had to learn how to use the floating
point unit in order to process the matrix multiplication. It was probably the longest I spent on a school project at that time.
You can find the code for it here. Instructions on how to compile it are
here.
Since it is a 16 bit assembly program with 16 bit graphics, it may not run on some setups. Here is a video demoing the game:
Voronoi Diagrams and Delaunay Triangulation
For my data structures class, we had to produce a project that demonstrates one advanced topic from a list of
topics. Since I was interested in graphics at the time, I decided to try the topic of Voronoi Diagrams and
Delaunay Triangulation. The final project was written in Java and a presentation site was created to describe
and demonstrate the program. More details about the topic and my implementation can be found on that website.
You can find the presentation page here. The project
was written for Java 6. It might work with lesser versions.
Guild Website
I play a massively multiplayer online game called Everquest. Because it allows so many of us to play together, certain
issues arise. The events that require many of us only reward a few players if we are victorious. So, fairly distributing these rewards over a long period of time becomes the problem. One of the solutions that players have come up with is a
points system. There are many versions of these points systems. However, they all require some form of tracking. So, I
created a website for our group of friends that tracked the attendance and points for our system. It uses PHP for the
coding and has an SQL database for the backend data. The site is not used very much these days, however all of the past
data still remains for viewing.
In high school, I took my first formal programming classes. Of the languages we learned, I liked C++ the most. By the time
I graduated, I had created several arcade clones. Unfortunately, I lost all of the actual code used to make the games. However,
I do have the compiled binaries for the games that will work on a 32-bit windows system. I also do have the code for the most
complex of the games, Space Invaders.
You can find the code and binaries here. The following are some demo videos of some of them running: