Written for 3D Studio Max, this plugin exports a scene to my engine's custom file format. My engine is able to then read in and render the scene. The exporter can calculate lighting, tangent space information, as well as a bounding sphere. The engine imports the scene and can render it with bump-mapping or specular-mapping.
Wrote an immediate mode GUI, as opposed to an retained mode GUI. The GUI supports single / multi listboxes, buttons, horizontal / vertical sliders, text-input fields, checkboxes, progress bars, and window panes.
The A* algorithm was developed, which is usually used for pathing. The GOAP algorithm uses this pathing algorithm to choose a goal given a set of preconditions, upon completing its goal it gets a set of postconditions. The algorithm continues until the end goal is met.
In this example scenario, the portion of the conversation dialogue is determined by the set of post and preconditions given to GOAP
The engine runs in both Opengl and DirectX. The engine supports shaders, a math library with matrix/fixed point/vector operations, a particle system, and various 3rd party capabilities like Xbox 360 controller support, XML input, and Wiimote support through bluetooth.
Loads and renders quake BSP levels with support for occlusion and frustum culling as well as raycasting.
Worked with another programmer to create a physics simulation. Personally wrote the engine framework which included a retained mode GUI for the level-editor and the basics for the interaction between physics objects
Developed a terrain system which uses a quad-tree to handle frustum culling. System uses level of detail based on the camera distance and any intrinsic detal









