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.
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.
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.
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.






