Stuff I've done before.
Most recently - Auto Club Revolution + Nascar2014 whilst at Eutechnyx where I did mainly netcode and lately worked on CUDA driven particle effect behavious.
JET THUNDER My spare time project
I learn't to program in C++ by doing this project, but now I'm porting it to Unity3d
having hit the limits of the engine I wrote - but for that engine, I
used Newton SDK for physics, FMOD for sound, RakNet for networking, all
aspects of the game except shaders which I had help for. I'm finding
Unity3d great, it seems really powerful and so far that power has not
come at a cost of interfering with what has to be acheived.
For example, I was quite worried about the ability to replicate the HUD stuff done in C++ version, but figured it out yesterday:
Just using the GL. functions that are now available in the free version.
In BBR, I worked in a couple of areas, AI and physics. I developed a sort of Whiskers AI approach where the cars took relatively quick lines and avoided obstacles. Often AI ends up with magic numbers, so I tuned those numbers with a genetic algorithm. Strange company to work for though - didn't get paid for months when they ran out of money.
In this project for Juice Games, I was a graduate programmer. I ended up loving the project. It got canned by an unimaginative publisher where on a spread sheet it seemed to appear as a flight sim, and therefore unsellable, but in fact it was an ace combat killer that was more like a first person shooter to play with really interesting game mechanics that I worked on. I touched on AI, arcade flight model, did a lot on cinematic and gameplay cameras. I hope to resurect this project in unity3d some day.
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