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Category Archives: University Work

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Rigid body simulation (Fizzicks!)

Posted on by Malcolm

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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Test Specifications to assess Gaze/Gesture input devices

Posted on by Malcolm

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!

Posted on by Malcolm

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

Posted on by Malcolm

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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Final Year Project: Implementation and testing of a gaze and gesture based control system in games

Posted on by Malcolm

Multi model user input is an interesting subject because it can significantly change human computer interaction in a very unique way. I think that trying to implement my own multi model control system is an excellent challenge (not to mention … Continue reading


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Direct3D 10/HLSL Demo with Normal Mapping

Posted on by Malcolm

For this assignment I had to use Direct3D 10 and author HLSL shaders to render a scene with Lighting. We were given a basic C++/Direct3D 10 application (no pipeline) and geometry/material was provided through a delegate object. I also implemented … Continue reading


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Game Engine Bullet Hell Demo

Posted on by Malcolm

This is a bullet hell based top-down shooter game that I made to show off my game engine for my Games Engine Construction module at university. We were given a library that provided a simple interface to some imaginary game … Continue reading


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Wasp “Anger” (Attack helicopter/missile animation assignment)

Posted on by Malcolm

My task was to animate the missiles moving to their target after launch, give a suitable ‘delay’ effect to an otherwise fixed camera and animate the camera transition when the user switched to control another Wasp in the world. This … Continue reading


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Game Engine Architecture

Posted on by Malcolm

It’s been awhile since I updated my blog. Truth be told I’ve had enough work to keep me up at night but I’d really like to start making these blogs more regular. Today’s topic is Games Engine Architecture and its … Continue reading


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