howest
There are 24 repositories under howest topic.
knapeczadam/retro-console-and-emulator-programming-neslides
πΉοΈ A NES homebrew project written in pure 6502 Assembly. NESlides is an interactive βpresentationβ where you can move between slides and shoot every tile off the screen. Includes a companion editor: NESlidesEditor .
HowestAILab/streamlit-howest-template
ππ Devcontainer: Howest-styled Streamlit project template.
knapeczadam/3d-1
πΎ 3D 1 β DAEβs second-semester course on 3D fundamentals. Covers modeling, texturing, shading, and scene composition using industry-standard workflows. Includes my final diorama project: Small Farm on Sketchfab.
knapeczadam/game-design-1
π² An iterative Game Design 1 prototype β The Rotator (theme: Villain). Unreal Engine prototype exploring periodic environment rotation (every 5β15s); archived for learning, playtesting notes and a packaged Windows release.
knapeczadam/game-engine-fundamentals-unity
π Prototype created for the Game Engine Fundamentals course (Howest DAE, 2024). Built in Unity using the random words rescue and sunrise β a zombie survival game where you save cats at dawn while fighting off the undead.
knapeczadam/game-engine-fundamentals-unreal-engine
πͺ Unreal Engine 5 first-person puzzle game created for Game Engine Fundamentals (Howest DAE, 2024). Based on the random theme words piece elimination and glimpse. Solve color-coded energy puzzles, control AIs, and survive sentries to uncover the inevitable end.
knapeczadam/gameplay-programming
π§ Gameplay Programming course project (DAE, 2023). Focused on AI agents, decision-making, steering behaviors, and pathfinding using a custom C++ framework. Final project: Zombie Survival Game β an autonomous agent surviving through dynamic AI behavior.
knapeczadam/graphics-programming-1-directx
πͺ The third project of Graphics Programming 1 at Howest DAE (2023) β a DirectX 11 real-time renderer focused on GPU-based rendering. It builds upon the earlier raytracer and rasterizer projects, implementing physically-based shading, lighting, and efficient GPU resource management through the DirectX 11 API.
knapeczadam/graphics-programming-1-rasterizer
πΊ CPU-based 3D rasterizer built from scratch as part of DAEβs Graphics Programming 1 course. Implements a full software rendering pipeline β vertex transforms, clipping, rasterization, depth buffering, and PBR shading β closely mirroring the DirectX 11 pipeline.
knapeczadam/graphics-programming-1-raytracer
π CPU-based raytracer built in C++ for Graphics Programming 1 (Howest DAE, 2023). Implements rayβobject intersections, shading, reflections, and Physically Based Rendering (PBR) to simulate realistic lighting β the foundation for later rasterization and GPU rendering projects.
knapeczadam/graphics-programming-2-vulkan
π Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.
knapeczadam/nes-rom
π± Initial NES emulator development in 6502 Assembly for our Retro Console & Emulator Programming course at Howest DAE. Superseded by NESlides.
knapeczadam/programming-1
π₯ A collection of Programming 1 lab exercises from the first semester at Howest DAE (2022). Includes weekly projects built during the learning process, showcasing fundamentals of C++ programming, 2D rendering, and game framework basics.
knapeczadam/programming-2
π£ A collection of Programming 2 lab projects from the second semester at Howest DAE (2023). Focused on advanced C++ concepts, OpenGL rendering, and foundational 3D programming techniques β bridging the gap between core programming and applied game technology.
knapeczadam/programming-2-ghosts-n-goblins
π©² Programming 2 final project: Ghosts 'n Goblins (1985) arcade remake. Implements the first level with OOP principles, full pixel accuracy, and optional debug mode with infinite lives and visualized sprites/physics points.
knapeczadam/programming-3
π A collection of Programming 3 lab projects from the third semester at Howest DAE (2023). Focused on modern C++ practices, hardware-efficient programming, and deeper system-level understanding through TDD, STL algorithms, and Win32 fundamentals.
knapeczadam/programming-4
π¦ A collection of Programming 4 lab projects from the fourth semester at Howest DAE (2024). Focused on software and game programming patterns, modular code architecture, and advanced C++ memory and design practices β bridging the gap between academic projects and professional game development.
knapeczadam/programming-4-qbert
π Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.
knapeczadam/software-engineering
π Final project for Software Engineering at Howest DAE (2024). Demonstrates modular C++ development with Lua integration, including three simple mini-games: Pong, Snake, and Breakout. Includes a single final release build.
knapeczadam/software-engineering-github-actions
π€ Template repository for the GitHub Actions lecture in the Software Engineering course at Howest DAE. Includes a minimal workflow example for CI/CD automation.
BenjaVR/Jungle-Wars
Howest project semester 3 - groep 1
StaelensJarne/Monopoly
Howest version of the original Monopoly game
Arthurdw/bachelor-dissertation
Explore the next generation of web solutions in this bachelor's dissertation. Dive into various frameworks, their pros, and cons. Includes LaTeX templates, code samples, and concise summaries for easy understanding.