SMU Guildhall
Home
Individual Work
Team Work
MIT Project
Resume
Contact
  ||  Back to List
Directed Focus Study: ROM on Nintendo DS

This project was decided upon as my first individual study, because I wanted to do some work with a console. I decided that the Nintendo DS and my first team project, ROM's Hard Drive to Silicon Valley would be a good combination. During the course of 8 weeks, I learned about fixed point math (as the DS does not use floating point math), memory management, and some nifty tricks with the API, like using the screen wrap to "kill" sprites.

3DS Max Plugin: Calculation of Minimal Bounding Sphere

This project is actually an addition to a previous project, in which I developed my own 3DS Max Exporter. Upon export, this plugin also calculates the smallest bounding sphere enclosing the object using Welzl's algorithm. Since the sphere is exported along with the rendering data, no processing is required during run-time.

BSP Parser and Renderer

A parsing program implemented to take a BSP file and extract rendering data, such as vertices, indices, and texture data to render a level. This project also involves view-frustum culling, PVS culling, and ray-tracing.

Particle Collision and Swept-Sphere Demo

This was my final math project, and involves both particle collision, as well as swept-sphere collision. The cube rotates with rigid-body dynamics, and the particles collide with the spheres that comprise the cube. More spheres can be added on the fly, and coefficient of restitution can also be modified on the fly.

GL Assembly and HLSL Shaders

This project involved writing shader code to render texture data, various lighting (Diffuse/Specular), bump mapping and other effects.

Copyright © 2011 Southern Methodist University. All rights reserved. • Right to Know and Legal • Privacy Policy

For questions or problems with this site contact The Guildhall Webmaster.