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My second year as a game developer
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My second year as a game developer

Tristan Wauthier
by tris666w on 1 Jun 2022 for Rookie Awards 2022

This is an overview of my favorite recent projects. These are all solo projects.

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Hello everyone, my name is Tristan! I'm a second year Game Development student at Howest - DAE. This is an overview of some of my favorite recent projects, which I made solo.

FLOW FIELD PATHFINDING

In modern game development pathfinding algorithms like A*, D*, Dijkstra, ... are often used for finding realistic and optimal paths in levels. These types of algorithms provide very good results, but are very costly when used for a large amount of different agents. Flow fields provide a nice middle ground between efficiency and quality. They can be used to generate pathways for many agents to use at a time. If we combine this with flocking, we can simulate realistic crowds without burdening the CPU with recalculating the path for every agent.

In the code snippet below, you can see how the flow field itself is implemented. If you want to see the implementations of the other field or steering, please take a look at my GitHub page (https://github.com/Tris666w/Flow-Field-Pathfinding)!

Below, you can see a demo of this project!

PEACH ENGINE

This is a 2D game engine, made from scratch by myself. The engine itself, is a static library and is meant to be used with a provided application system, based on inheritance. The engine uses namespace peach. Fun fact: I decided on the name of this engine and namespace, because I was drinking a nice glass of fresh peach ice tea, from a local restaurant.

The project also comes with an implementation of Qbert!

For a list of features and code samples, please look at this GitHub page (https://github.com/Tris666w/PeachEngine).

The code snippet, below, is my implementation of a logger. I used this one a lot during this project. This tool really saved my sanity!

BOMBERMAN 3D

For one of my second semester courses, we had to make a 3D game in a school provided engine. This engine was not finishes, and we had to implement software and hardware animations, shadow mapping, different types of shaders and much more!

I decided to remake Bomberman 3D. Additional code and subprojects can be viewed at the GitHub page(https://github.com/Tris666w/Bomberman-3D).

The below code snippet, is the implementation of color grading. This implementation was a combination of multiple others' which I found, while doing some research. 

MODULAR SCI-FI ENVIRONMENT

For my Environments course, we were tasked with creating a modular 3D environment. We had to make use of layered materials, decals, trim sheets etc.

The entire environment was made using these meshes and materials!


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