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Qt based editor for GLFW based game engine

I spent quite a bit of time trying to figure out what would be the best way to have an Editor for my game engine (which I ended up...

POST EFFECTS AND SHADOW MAPPING!

Spent a few hours over the weekend to finally add a post effects system and shadow mapping support to the engine. The post effects system...

NORMAL MAPPING

It’s been a long time since I posted anything so thought of writing a quick update. A major portion of the time I spent on my engine in...

OBJ LOADER UPDATES

Most of the bugs in the OBJ Loader have been fixed now. It is now able to load OBJs having faces with a lower limit of 3 vertices. I have...

OBJ LOADER (EARLY ALPHA)

I’ve been working on a custom OBJ Loader for my game engine (which is in its very early stages). I am able to load a few basic models...

BEEHIVE SIMULATION USING FLOCKING IN UNITY3D

This is a customized flocking algorithm. The simulation makes use of various helper functions for rotations and distance calculations in...

PLAYSTATION IGNITE PROTOTYPE 4: DO ’EM UP DERBY

This is a gameplay video of the fourth prototype delivered to Sony. The assignment was to make a Social game based on driving mechanics...

PLAYSTATION IGNITE PROTOTYPE 3: FALLIN’ BOTS

This is a gameplay video of the third prototype delivered to Sony. The assignment was to make a game based on Physics. The basic...

SIMTHIN’ FISHY DEVELOPMENT

This is a compilation of some of my contributions to SimThin’ Fishy. For a gameplay video of the actual game prototype, click here.

PLAYSTATION IGNITE PROTOTYPE 2: SIMTHIN’ FISHY

This is the second prototype out of the five that we delivered to Sony. The goal was to build a Simulation game of a Fish tank....

PLAYSTATION IGNITE PROTOTYPE 1: SET FREE

This is the first out of five prototypes delivered to Sony. The assignment was to build on a character and get the player attached to the...

TOON SHADER AFTER UPGRADING TO GLSL 4.0

Most of my previous projects were implemented using older standards of GLSL. Older standards provided a lot more ease in GLSL programming...

DEPTH OF FIELD

After a little bit of experimenting and altering previous projects, I was able to do a basic depth of field map. This is the simplest...

IMPROVED ENVIRONMENT MAPPING

The GL shader language seems to be more notorious than I expected. After a great deal of fighting against it, I was able to finally load...

MEDIUM DETAIL MODELING

These shots were taken during my 3D modeling process in Maya. This asset was used in pre – BVW Festival showcase of “The Chase”.

SUCCESS ON HACKING TEXTURE MAPPING!

Finally after spending a good amount of time going through the code, I managed to replace the default phong texture on the toyplane model...

UN PEU DE ENVIRONMENT MAPPING

One of my objectives from the very beginning of this semester was to implement Environment Mapping. What you see below is a fairly quick...

NEW BRICK SHADER!

Here’s my take on the brick shader on the plane model. This texture is generated completely using code and no actual images involved. It...

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