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2d Game Engine (C++)

 

2d Game Engine is a cross platform game engine built on OpenGL 

  • Worked with Android NDK environment for creating native c++ clone for the famous Flappy Bird clone

  • Created a rendering pipeline using OpenGLES 2.0 with support for custom glsl shaders and post process filters

  • Used OpenSLES for adding sound effects to the engine

  • Developed a simple physics AABB collision detection system

 

 

Tank War (Flash AS3)

 

Tank War is a simple 2d tank war game available for Android made using Adobe AIR

  • Worked on power up system to make the game fun and challenging

  • Developed AI system for the bot tanks

  • Implemented wave system to gradually increase the difficulty of the game

 

 

BVH Animation Loader (Java)

 

A LibGDX utility class to parse and import industry standard mocap animation file loader (.bvh file format) to load animations.

Collada Model Loader (Java)

 

A LibGDX utility class to load Collada 3d Model format files to load models and animations from 3d softwares. The loader supports skeletal animations (vertex skinning) using Matrix Palette Skinning and comes with some default shaders to implement normal mapping.

Physics Editor (Web App)

 

Physics Editor is a lightweight, browser based Box2D physics editor and simulator

  • Created framework for viewport navigation and scene manipulation using Javascript

  • UI design for making application user friendly using CSS and Javascript

  • Worked with leading 2d game engines like Unity3DCocos2d-xLibGDXSpriteKit to create custom scripts to import physics scenes from the editor

3d Game Engine (OpenGL, C++)

 

I am currently working on a game engine for windows platform using OpenGL

  • Deferred + Forward rendering pipelines to draw opaque and transparent objects

  • HDR rendering using exposure tone mapping to enhance scene lighting

  • Order Independent Transparency to render transparent objects without the need for sorting objects prior to rendering, using Weight Blended OIT

  • Support for different light sources (point, directional and spotlights)

  • Multiple light sources per scene with dynamic shadow mapping (soft shadows for directional and spotlights, and omnidirectional shadow maps for point lights)

  • Support for normal mapping to enhance lighting effects and to add extra details to geometry without increasing the polygon count

  • Volumetric light scattering post process effect using ray marching

  • Dynamic reflections using cube mapping

  • Support for FBX model files for importing rigged and animated models

  • GPU vertex skinning using matrix palette skinning

  • Robust Animator system for managing skeletal poses for animating rigged characters

  • OpenAL (a cross platform 3d audio library) for creating audio system

  • Physics simulation using Nvidia PhysX with collision call back events

  • Support for particle systems using GPU instancing and bill boarding

 

If you are interested to know about more features and progress of the engine, feel free to contact me

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