Game Programmer Portfolio

  FPS-Style Terrain Demo  
 
This demo was given as a final project in my software development class during my second term at the Guildhall.  Many of the required components were given as assignments earlier in the term, and the goal of this project was to bring them together and integrate them into one coherent demo application.

The requirements for this project were to have a terrain mesh implemented using a quadtree structure, with animated water created with a dynamic vertex buffer, and vegetation meshes conforming to the surface of the terrain.  The player's view and movement was to be "FPS-style," which included displaying a weapon in front of the camera, allowing smooth movement over the surface of the terrain, as well as jumping and crouching.  The weapon was to be functional, and its projectiles were to generate particles as they traveled and when they collided with the water.

In addition to these requirements, I added randomized procedural terrain generation, a skybox (rendered properly so as to appear an infinite distance from the player), weapon bob, a transparency effect when the camera is submerged below water, and varying vegetation density based on proximity to water.


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