Portfolio

Dungeons and Dragons

Dungeons and Dragons was programmed using C++ and the SDL Graphics Libraries. Designed and developed within a two month time frame. We were tasked to design and develop this game within a two month window. This project tested our capabilities with a development cycle. To design and scope a game within the requirements and time constraints. To show competence in advanced C++ programming. And to learn and understand programming game mechanics.

Never having played Dungeons and Dragons before, learning and scoping the rules was a daunting task. We believe we have used an accurate subset that most fans would recognize.

We programmed a map editor to create our levels (borrowing from classic 16-bit graphics from our favorite games). The map editor allows you to create or modify levels, supporting multiple layers of graphics and collision detection.

We learnt how to time the movement of enemies using "ticks" to keep movement within beats. A State Machine to keep track of levels and different modes of game play. And both keyboard and mouse input.

Because of strong Object Oriented design practices the game can continue to be built upon. Adding smarter A.I., new items and weapons, and enemies. As well as further detailing or changing the rules.

Presented for the class COMP446 - Designing Programs with C++ for the 2007 Fall semester at Concordia University.

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Readme.txt


Tank Biathlon (OpenGL Interaction Demo)

Tank Biathlon is a playable ineraction demo within an OpenGL 3D world. During the span of the project we learned how to model 3D objects using OpenGL. How to apply textures and bump maps. The mathematics behind object and camera movement. Different methods of lighting and shading.

At the end of the project we were tasked with adding game elements to our world. We focused on accurate collision detection using 2 levels of spherical detection on our tanks. Adding a distinction between different levels. Proper keyboard input to allow holding a key for smooth movement. And looking and firing with a mouse in a first person view.

The objective within the first level is to navigate out of the maze demostrating collision detection. The second level objective is target practice. Which demonstrates first person mouse look and shooting.

Presented for the class COMP471 - Computer Graphics for the 2007 Fall semester at Concordia University.

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Readme.txt




(Christopher Karpyszyn)
http://www.chriskarpyszyn.com