howest-dae
There are 20 repositories under howest-dae 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 .
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.
knapeczadam/tool-development
π 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).