I created two implementations for UE4. These simulations utilize C++ integration
within UE4 to simulate physics on objects and fluid movement without using
the built in physics handler.
I created a rough multiplayer prototype using C++ for the board-game "Santorini". It is for two players and utilizes
threading to handle UDP/TCP packets in real-time. This project required UML knowledge in parrellel to
understanding of networking in a deep level
I created algorithmic implementations within C++, specifically Heapsort, Bubble sort and Binary search.
Academically the module requird two of these implementations therefore, I chose to implement a simple heapsort
for one project and a second project which relates to sorting a list of top selling (hard-coded information / table)
games with bubble sort and binary search.
Programmed an 8Bit emulator utilizing CHIP-8 documentation
and C++ for my educational project set by my systems and technology module.
This required learning in depth about bit shifting, bit manipulation, creating our own PC (program counter)
to manage different events, and working with opcodes (which were defined through documentation we had to research).
I created a graphics framework within C++ using OpenGL that could render
objects and allow them to have textures.
It allowed for sky boxes, Model loading, and terrain generation.
I worked with other game related students within a team to create a vertical slice;
My roles within this project included:
I collaborated with a team to create a vertical slice academically.
My work within this project includes: