
Glass Material in WebGL/Three.js
Realtime glass effect, using a somewhat expensive cubecamera…
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Ocean shader in WebGL/Three.js with Level of Detail
Click the image for the demo. This should run…
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Accumulated transformations and collision detection in Three.js
Click the image for the demo. This was…
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Video Displacement Material in WebGL/Three.js
Streamed video texture material displacing two planes. The…
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Our Thesis: Porting a training sim to Oculus Rift
Read a summy of our project and see screenshots of the GUI here!
Back to the Future Tribute
For the official Future Day of 2015 we created a tribute using Unreal Engine 4.
Oslo Game Jam Entry
The theme was the word “light” and we had 10 hours to complete the game. We thought it might be interesting to do something with mirrors and rays of light, so we chose to use Unity for this task. The “light” rays are line renderers . We used raycasting to find the point where the ray hits the mirror, then reflected it back out. It hits another mirror and the same check happens again. And again.
Standalone Executable PC | Standalone Executable Mac | Web Player
Controls: WASD + Left and Right click to rotate mirrors
Rules: You have 60 seconds to allign the mirrors so that the third ray hits the door. And don’t fall into the lava!
The Cube
For a college assignment, made in Unreal Engine 4 (using the Blueprint system) by Mrs in under a week (including modelling). Inspired by the sci-fi movie “Cube”, it features a small game of Simon (musical memory game).
LullaWorld
This was for a college assignment. The assignment was to create a very small game using regular C#, with obstacles made with graphics path and primitives. We decided to use Monogame instead (as XNA is deprecated). The textures were made in Gimp, and we used per pixel collision detection.
Mrs is the one playing. She’s really bad at this game.
Just dropped in via Twitter. :D I’m very impressed! Especially your “Glass material” effects. :)
It’s been a long time since I wrote any game code (I’m almost 60) and most of that was in hand-coded assembler for compactness and performance (the tools you have today were a distant dream then!). LOL I appreciate talent and potential when i see it!
I just wanted to sincerely wish you all the best for the future. :D
Good luck.
Paul.