Game engine from scratch
I was a core programmer on a team that developed a 3D game engine from the ground up using C++ and Lua. The engine is built on a modern Entity-Component-System (ECS) architecture and integrates several industry-standard libraries, including Ogre3d for rendering, PhysX for physics, Fmod for audio, and SDL2 for windowing and input. The project was managed using Pivotal Tracker.
To prove the engine's capabilities and stability, our team then developed two distinct 3D games using our own technology.
As a key member of the programming team, my responsibilities spanned both low-level engine development and high-level gameplay implementation.
Engine Programming:
-
I engineered the integration of the NVIDIA PhysX library, building the bridge between the physics simulation and our ECS architecture.
-
I designed and implemented a suite of reusable, data-driven engine components and their underlying functionalities, forming the core building blocks for any game made with the engine.
Gameplay & AI Programming:
-
For the action game, Call of Cooking Garden Warfare, I took the lead on gameplay programming. This involved creating the core player controller (attacks, movement) and developing numerous components for game systems like enemy behavior, the power-up system, and score management.
-
For the survival horror game, The Dark Maze, I focused on programming key player interaction components, enabling the player to engage with the game world and its entities.
Source code: https://github.com/4anotherday/Motor
Call of cooking Garden Warfare: https://github.com/4anotherday/CallOfCooking
The Dark Maze: https://github.com/4anotherday/DarkMaze