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Geometry Wars Clone


A clone of the Xbox Live Arcade game Geometry Wars. A 2D top down shooter on a deformable grid. The grid and particle effects are computed on the GPU using an old-school style of GPGPU using OpenGL textures and shaders.

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ATA Hackathon Game


A 2D arena shooter platformer made during a 48-hour hackathon while working at A Thinking Ape. It features wall-jumping, powerups, and the ability to temporarily remove walls in a circle around you for getting the drop on an enemy, or to shoot through walls.

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Deferred Renderer


A 3D rendering engine that implements real-time bump mapping, deferred rendering, and ambient occlusion. Using the depth information generated during the deferred rendering process, occlusion information for each pixel is calculated in screen-space using a randomly oriented sampling of nearby points.

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Geometry Wars Clone (old)


An old attempt at making a Geometry Wars clone. Particles and grid effects are implemented on the CPU and are rendered with OpenGL 1.0's glBegin and glEnd. The outdated technologies used is what motivated creating a new version.

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2D Lighting Demo


A lighting demo to test the creation of 2D shadows. Shadows are generated by calculating the geometry of the shadows and then using it to create a mask for each light.

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Paradox Tower


A top-down 2D adventure game created during the Global Game Jam, a 48-hour game jam.

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Spring Physics Demo


An attempt to create a game about a living ball of slime that can change the surface tension of its skin in order to jump. This uses a collection of springs to simulate the ball of slime. Unfortunately Euler integration was used, which lead to some instability in the slime ball.

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