Embryo is a windows/linux/mac “OpenGL 4.50 3D engine” written from scratch in C++.
It is quiet a basic one, but still comes with a few features :
- .stl models support
- Hotloading / runtime swappable shaders
- Basic mirror support
- Customizable FOV
- Basic keyboard & mouse control support
If you checkout the code (you crazy), you’ll see that there are quiet a few others features on the ramp such as a real Scene management, multiple cameras system, other model supports (mainly obj for now, it is already written in another project of mine).
Here you’ll find what remains of my gamemakers games after countless ammount of hard drive failures. It’s not very exciting but it somehow hold some sentimental values.
You’ll find a clone of the arcade shooter 1945. Along with “Click the clown” game, in wich you … click a clown … to make it bounce … Yeah !
Download Links :
Maze - Android Game -
A (rushed out) short student project about android development.
It is a maze game using the gyroscop to control the ball. Player can also tap on the screen to alternate between dimensions. Each dimensions having its own set of red/blue walls.
Mirror’s Edge Catalyst SpeedOMeter
A short program displaying faith’s speed in-game by hijacking some functionality of the game. Pretty handy when you’re trying to speedrun the game but can’t afford the performance cost of running other software requiring to play in window mode. I’m “responsible” for the fullscreen method part of this program. It comes with a bunch of tweakable values such as :
- X & Y offset
- Alpha values
- Character size
- Number of digits to print
NB : In its current state the released binaries have a few bug (crash at exit, crash if trying to launch the fullscreen method without having ME:C running in the background, etc). It has been fixed since then but I didn’t bother to upload a new version of the executable yet as I was working on other features before life caught me off guard.
A raytracer wrote from scratch in C++ using openMP for parallelization.
It’s featuring :
- Soft Shadows
- Lambertian lighting method
- Multiple lights sources
- Mirror material
Viscous Fluid Simulation
An C++ / SFML Viscous Fluid Simulation program very loosely based upon : “Particle-based viscoelastic fluid simulation” by Simon Clavet, Philippe Beaudoin, Pierre Poulin ( https://www.researchgate.net/publication/220789321_Particle-based_viscoelastic_fluid_simulation )
- Done with SFML, C++
- Independant physic simulation and rendering stages. So it shouldn’t change much from one computer to another, it should be indpendant from framerate thanks to physicCyclesAccumulator, every physic simulation stage should occur every PHYSIC_CYCLE_STEP. And if any physic stage is missed due to bad framerate, it’s queued in order to be processed later on.
- Viscous Fluid simulation very looslely based upon paper stated at the top of this page.
- Various shortcuts for debugs and fun (display grid used for storage, toggle gravity, kick particles, etc)
- Gravity and drag simulation
- Repulsive fields across the screen (and vertical walls)
- Two particle coloring methods ; density based, cell based (each cell is initialized with its own random color and particle inherit that color)
- Timescaling feature (might be buggy, I haven’t tested it thoroughly)
- One file project to rule them all, cause the overengineering hydra has been defeated :’) Enjoy ? (Private joke between me and my teacher making fun of me for always having too much tided up and split across multiple files code)