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Tag Archives: C++

OpenGL Deferred Renderer with Reflections

Posted on by Malcolm

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

Posted on by Malcolm

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!)

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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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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[Revised] Design Patterns: The State Pattern in C++

This post was revised on the September 17, 2011.   So my first attempt at doing the State pattern didn’t go well. But, which the helpful folks at /r/programming I got set back onto the right track again. The end … Continue reading


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Polymorphism in C++: Polymorphic Arrays

Since I recently did a tutorial explaining polymorphism in Java I think I’ll do one in C++ as well. I’ll be using this as a precursor to design patterns at some point so it’s pretty important we wrap our heads … Continue reading


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Path-finding: a novice attempt

Posted on by Malcolm

It’s worth noting here that I’ve yet to actually study AI; I’ll be taking that module in the next year. However, for my end of year assessment in programming, we had to create a game based upon the classic Atari … Continue reading


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