howest-dae

There are 20 repositories under howest-dae topic.

  • knapeczadam/retro-console-and-emulator-programming-neslides

    πŸ•ΉοΈ A NES homebrew project written in pure 6502 Assembly. NESlides is an interactive β€œpresentation” where you can move between slides and shoot every tile off the screen. Includes a companion editor: NESlidesEditor .

    Language:Assembly21
  • knapeczadam/3d-1

    🌾 3D 1 β€” DAE’s 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.

    Language:Mathematica1
  • knapeczadam/game-design-1

    🎲 An iterative Game Design 1 prototype β€” The Rotator (theme: Villain). Unreal Engine prototype exploring periodic environment rotation (every 5–15s); archived for learning, playtesting notes and a packaged Windows release.

  • knapeczadam/game-engine-fundamentals-unity

    πŸ™€ 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.

    Language:C#1
  • knapeczadam/game-engine-fundamentals-unreal-engine

    πŸšͺ 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.

    Language:C++110
  • knapeczadam/gameplay-programming

    🧟 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

    πŸͺŸ 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.

    Language:C++110
  • knapeczadam/graphics-programming-1-rasterizer

    πŸ›Ί CPU-based 3D rasterizer built from scratch as part of DAE’s 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.

    Language:C++110
  • knapeczadam/graphics-programming-1-raytracer

    πŸ‡ CPU-based raytracer built in C++ for Graphics Programming 1 (Howest DAE, 2023). Implements ray–object intersections, shading, reflections, and Physically Based Rendering (PBR) to simulate realistic lighting β€” the foundation for later rasterization and GPU rendering projects.

    Language:C110
  • knapeczadam/graphics-programming-2-vulkan

    πŸŒ‹ 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.

    Language:C++1
  • knapeczadam/nes-rom

    🌱 Initial NES emulator development in 6502 Assembly for our Retro Console & Emulator Programming course at Howest DAE. Superseded by NESlides.

    Language:Assembly1
  • knapeczadam/programming-1

    πŸ₯š 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

    🐣 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

    🩲 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.

    Language:C110
  • knapeczadam/programming-3

    πŸ” 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.

    Language:C++110
  • knapeczadam/programming-4

    πŸ¦– 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.

    Language:C++100
  • knapeczadam/programming-4-qbert

    🟠 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.

    Language:C++1
  • knapeczadam/software-engineering

    🌚 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.

    Language:C++1
  • knapeczadam/software-engineering-github-actions

    πŸ€– Template repository for the GitHub Actions lecture in the Software Engineering course at Howest DAE. Includes a minimal workflow example for CI/CD automation.

    Language:C++110
  • knapeczadam/tool-development

    πŸ› οΈ A DAE course focused on building production tools with C#, .NET, and WPF to optimize workflows and assist artists. Includes labs (master) and final exam (exam branch).

    Language:C#1