Pinned Repositories
Fireworks
Project demonstrating the usage of particle systems to simulate different types of fireworks using C++ and DirectX 9.
LegoEditor
An editor created with C++ and DirectX 11 enabling users to create their own worlds made up of Lego bricks.
Networking
C++ application consisting of a client and server part that demonstrates the usage of WinSock and relies on techniques such as mutex locks, buffering and acknowledgements for reliable communication between clients and server. DirectX 9 is used for the graphical output.
OpenMP
A small project revolving around parallelisation of existing C++ code using OpenMP.
Planetoids
The source code for the game Planetoids that I created for Aardvark Swift's Search For A Star competition and was published to the Windows Phone Store. You will need the Marmalade SDK to build/run the project.
SIMD
Project revolving around improvement of the performance of a given C++ conversion function using Streaming SIMD Extensions to parallelize the execution.
SnailTrailOptimisation
Project revolving around the optimisation of a given C++ cmd-based game. The implemented improvements range from changing compiler options and C++ optimisations to the usage of inline x86 assembly code.
SquadAI
A C++ project featuring a framework for team AI in shooter games demonstrated through CTF matches. The framework heavily relies on behaviour trees and focuses on the flexibility/reusability of the components it is made up of. Test scenarios can be created using a basic editor. DirectX 11 is used for the graphical output.
Unity
GitHub for Unity
BlurEffect's Repositories
BlurEffect/Fireworks
Project demonstrating the usage of particle systems to simulate different types of fireworks using C++ and DirectX 9.
BlurEffect/LegoEditor
An editor created with C++ and DirectX 11 enabling users to create their own worlds made up of Lego bricks.
BlurEffect/SquadAI
A C++ project featuring a framework for team AI in shooter games demonstrated through CTF matches. The framework heavily relies on behaviour trees and focuses on the flexibility/reusability of the components it is made up of. Test scenarios can be created using a basic editor. DirectX 11 is used for the graphical output.
BlurEffect/Networking
C++ application consisting of a client and server part that demonstrates the usage of WinSock and relies on techniques such as mutex locks, buffering and acknowledgements for reliable communication between clients and server. DirectX 9 is used for the graphical output.
BlurEffect/OpenMP
A small project revolving around parallelisation of existing C++ code using OpenMP.
BlurEffect/Planetoids
The source code for the game Planetoids that I created for Aardvark Swift's Search For A Star competition and was published to the Windows Phone Store. You will need the Marmalade SDK to build/run the project.
BlurEffect/SIMD
Project revolving around improvement of the performance of a given C++ conversion function using Streaming SIMD Extensions to parallelize the execution.
BlurEffect/SnailTrailOptimisation
Project revolving around the optimisation of a given C++ cmd-based game. The implemented improvements range from changing compiler options and C++ optimisations to the usage of inline x86 assembly code.
BlurEffect/Unity
GitHub for Unity