Return to Homepage Game Projects Programming Projects http://www.pixietouch.com/images/3D/2D Art Projects Resume, Reel, and Personal Info
 
Select a Section below:

Code Samples

Coding Tutorials
Programming Projects

Back to Programming Section
Dialog System using Graph Data Structure

Project Description:
In my Design Patterns and Data Structures class, we had to think of a final project. At the time I was knee deep in the Xbox 360 RPG, Elder Scrolls IV: Oblivion, and I remember reading how NPCs in the game "procedurally" generated their conversation trees from a central pool of "knowledge." I decided I'd write my own dialog system where NPCs would have conversations based on a central pool of knowledge about certain events. The use of a graph data structure was very important for this project. I needed a way for different "nodes of knowledge" to have a relationship with other nodes so that conversation didn't seem disjointed by random changes of subject. Everything flowed from node to node based on a relationship, kind of like those choose your own adventure books. The results were slightly humorous, much like they were in Oblivion. My professor thought the similarities were so convincing that he commented that we'd "probably figured out how Bethesda did it."

Technology:
- Visual Studio 2003


Additional Credits :
- Arnaud Arens - Programmer - (http://arens3d.com/)


J2ME Chess Game

Project Description:
This was an interesting project where I had to create a fully functional chess game in Java Micro Edition. This was only my second Java programming class. My game included a file parser to read in full games from text, as well as text messaging and blue tooth to find other devices to play against.

Technology:
- Net Beans 5.0
- J2ME Wireless Toolkit 2.2

Download video :
- Video 1


Ray Tracer

Project Description:
My final project for my Programming for Computer Graphics class was creating my very
own Ray Tracer. It was probably the biggest C++ project I'd ever undertaken and I learned
quite a bit about how renderers worked underneath the “hood.” We were expected to write
our own shader models, and draw shapes completely from code instead of using an API. I
was able to get soft shadows, and anti-aliasing integrated into my renderer.

Technology:
- Visual Studio 2003

Screenshots:
- Anti-aliasing/soft shadows
- Diffuse/Specular shading model

Copyright (C) 2007 Pixietouch Studios. All Rights Reserved.