Refactored Engine
Programmed in C++, uses emscripten to compile to be run in a web browser.
See impossibleroad.net for live in-browser demonstration.
Flash Renderer using Stage3D
- Built in Adobe Flash Builder using the AIR framework
- Used Stage3D API to use GPU rendering available in Flash platform
- Port of previous project in new language to become better accommodated with ActionScript 3 (AS3)
- Valuable knowledge gained: negative impact of language’s garbage collection on performance and how to avoid it
- Good experiment, but wouldn’t pursue making a performant game in AS3 in long-term, especially on mobile
- Also poor support from Adobe: AGAL mini-assembler isn’t included in Stage3D library, mip-mapping examples from Adobe tutorials are flat-out incorrect, etc.
- Download AIR executable here (requires Adobe AIR Runtime)
- Controls:
- WASDQE move camera position
- arrow keys move camera orientation
- F enables/disables frustum culling updates
- Controls:
Rendering Engine
- Built with C++ in Visual Studio 2010, OpenGL 4.0, and DirectX 11
- API-agnostic – has both OpenGL and DirectX backends
- Shader effects include normal mapping, parallax mapping, shadow maps, HDR post-processing with tonemapping and screen-space ambient occlusion
- Used to display models from 3ds Max and levels from Quake 3
- Screen Space Ambient Occlusion example code can be found here
GOAP and A* Demo
- Based on the 2006 GDC talk from Jeff Orkin
- NPCs have a certain state (hunger, amount of food, amount of money, etc.)
- NPCs also have actions they can perform to change their state (eat, bake bread, find money, etc.)
- In order to reach a desired state (not hungry, rich, etc.), they formulate a plan based on the actions they can perform and execute it
- Example code can be found here
You must be logged in to post a comment.