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Projects - List view [Games & Graphics]
The following is a list of all projects involving games/graphics I have been able to find that I have worked on over time, sorted by rating.
Click on their title to go to their page with further information.
Many projects are unfinished, or just not organized enough yet to be uploaded, and only have their basic information displayed.
I will be periodically getting up the projects marked in green first, as they are done, but just need some cleaning up.
Don’t expect the non-completed red ones anytime soon. Alas, but life and real work keeps me away from the fun stuff....
When projects are uploaded for release, much more information will be included. It unfortunatly takes a lot of time to get everything sorted out for release. Questions, comments, and suggestions can be sent through the forums.
Virtual cube with multiple face and cube view rotation methods, find solution (in under 20 moves), input custom cube state, remap face colors, save/open cube states, view from multiple angles, solution tutorial, and timer
Concepts: Emulation (Which involves too many concepts to list including CPU architecture, sound wave generation, reverse engineering, graphics, and many many more)
I Originally tapped the MMORPG executable memory and pulled the “hidden” character information from it. The second version edited the executable itself and had it display the information in the client’s GUI.
This might be usable for other PC or console games, most likely more PS2 games, as they might use this same file archive format. The program might take a little tweaking for them however.
Source code is currently in a complete mess and needs a serious reworking. I actually wrote the base code for this project out entirely on paper when I was at a relatives for the summer and without access to a computer. Surprisingly enough, it worked perfectly after I typed it in without a hitch. This was the very first real programming project I did, as I was learning my first modern computer language. I was rather proud of it at the time. I wrote it the summer before I entered the 6th grade.
With a little 3D knowledge involving vectors and matrices, true 3D engines can be written in any language. Speeding up these engines however is a little tougher.
Concepts: 3D Geometry, graphics, cross-language development
#1 99% of the time, a person will enjoy an incredibly unsophisticated cute program over a highly complex real time one, ie, a dynamic fractal landscape
#2 Do not base program time-based events on the assumption that everyones computer runs the same as yours. Add actual time (millisecond) based sleeps and checks. (The easter egg originally broke when moving from my [486?] to my [pentium?] because it was based on doing certain actions in a certain amount of clock cycles [computer based time]).
Originally used for a senior English project in high school (which I may put up later), I ended up turning it into a computer language speed comparison