Riot Roundup
2007
2007
2010

Here’s a game I made as the individual project for my game programming course. The basic concept is the world got infected by zombies as I was sleeping and for some unknown reason, I decide to go to class. But a long the way I guess I find a rocket launcher and so I decide to rocket jump to class.
For this project, I learned how to use Lua and used it to do some basic data loading.
You can find the worklog and links to download here.
2010

C++, DirectX, Lua
This is a strategy/typing game I made from the group part of the game programming course. As words fly across the screen, the player has to type them to gain energy. The player then uses this energy to spawn units and defeat his enemies.
For this project, I used Lua to script levels, scenes, and menus.
I wanted to make a typing game because I was learning Dvorak at the time and I thought making a game out of it would be a good way to learn it.
It was also a finalist in the Stony Brook Game Programming Competition but unfortunately didn’t win.
You can find the worklog and link to download on our team homepage.
2010
C++, Source Engine
A first person game where the player is equipped with a grappling gun. You had to try to swing from platform to platform while overcoming obstacles.This was created as a mod for the Source Engine. Unfortunately, I seem to have misplaced my copy of it. I’ll update this when I find my copy of it.
Fall 2011
Objective-C, iPhone
A simple Canabalt-like platformer for the iPhone. You can find links to the source here. There are also links to other assignments I did for my mobile apps development class.
2011
Java,Slick2D
This was a zombie game that I was working on for a bit. The objective of the game is to build up your zombie army by eating up people in the city. As your zombie mob got bigger, the people in the city would start calling for backup. Militia, cops, then army.
Most of the boilerplate stuff from the game is done with Slick2D. However, I did add my own A* and steering behavior implementations.
Because it’s not really in a playable state, I don’t have a runnable jar available. Sorry.
Spring 2012
C++, OpenGL
This was my final project for my computer graphics course. It is procedurally generated voxel terrain, which is just a fancy phrase for Minecraft terrain. Terrain is generated using Perlin noise and is stored in chunks. And all of it is generated in real-time.
Functionality-wise, the user can only fly through the world and look at the terrain features. The blocks can’t really be modified by the user. Hopefully, I’ll have time to add this in later.
This was my first real experience with OpenGL and 3D graphics programming.
I made a couple of blog posts about this project here. In the link, you’ll find videos and some details about changes I made through each revision. You can download the exe here.