Game Programmer Portfolio

  Chaos Core Engine  
 

Although developed primarily over the course of six months, I have continued to add new features and refactor outdated code in my rendering engine as necessary.

One of the goals of the software development program at the Guildhall at SMU is to have each programmer develop his own game engine by the time he graduates.  My engine was built piece-by-piece as assignments required new features.  As such, it was not always obvious what aspects of the engine would present problems later, so it was important to keep my code as lightweight and flexible as possible to avoid having to do large amounts of refactoring in the future.

The Chaos Core Engine is built around a dual-API renderer, developed to perform synonymously in either Direct3D or OpenGL modes.  It features optimized vector and matrix classes, resource managers for textures, particles, and sound effects, and support for HLSL vertex and pixel shaders and GL assembly shader programs.


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Copyright © 2005-2007 J. Kyle Pittman and The Guildhall at SMU.  All rights reserved.