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Author Archives: Malcolm

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Super Dimensional group project

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Over 6 months and with a team of 8 artists, designers and one other programmer I helped develop this quick and crazy game called Super Dimensional Great Space Justice Treasure Hunting Pilots (“Super Dimensional” for short) using Unity and C#. … Continue reading


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Using Influence Maps in Unity for random entity spawning

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I have previously written about this subject; the project I present here is the fruit of that labor. In order to avoid relying on unconvincing computer-randomness I created a system based on Influence Maps that can be used to ensure … Continue reading


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OpenGL Deferred Renderer with Reflections

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This was my final assignment for my real-time graphics module at university. In this application I have implemented reflections with cubemaps and FXAA in OpenGL 3.3+ and have optimized the rendering through the use of stencil guarding and have implemented … Continue reading


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Bullet Hell Game Redux

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This is a full 2D game engine implemented using SDL complete with a game demo. Originally the engine and demo was implemented in my second year of university but I reused the project in my final year when I had … Continue reading


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Rigid body simulation (Fizzicks!)

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Recently for my Physics Simulation module at university, I had to implement an impulse-based rigid body simulator. I chose to implement this using an iterative forward Euler integration method. Contact resolution also used an iterative method (finding the contact with … Continue reading


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Quick and easy primitive animations in Unity

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So I was working in Unity the other day on a shooting gallery style game for my final year project only to find out that they had updated the animation system in Unity 4.3. Previously it was super easy to … Continue reading


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Test Specifications to assess Gaze/Gesture input devices

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For my university final year project I am looking to assess the viability of a gaze/gesture control system in a computer game context. In order to develop a intuitive (and fun!) control system I will be making a designing/implementing a … Continue reading


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Gesture based spaceship control with the Leap Motion and more!

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I’ve finished the first iteration of the gesture component of my multi-modal user interface. It was surprisingly easy with the data the Leap SDK provides (such as palm direction and palm normal). Below is a video showing my progress (the … Continue reading


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Physically Based Shading and Reflection Mapping

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In my latest assignment for my final year Real-Time Graphics course we had to write a paper discussing physically based shading and reflection mapping in a deferred rendering context. Our target audience was someone who is already comfortable with basic … Continue reading


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Distributed randomness in a battle arena game

Posted on by Malcolm

The Problem   My final year at university has a really fun module: Advance Games Development. It’s a module where students from various games-related disciplines (designers, artists etc) get together and produce a game. The game that my group is … Continue reading


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