Posts

Physics Demo: Grass Simulation

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Physics Demo: Grass Simulation Description: This project demonstrate the using of NFGE:Verlet Physics. Each grass has a simple bone structure: from its root to its top. More bone it has more organic look it will has. I'm binding each bone a verlet particle and connecting themselves to the particle in the parent's bone with spring constrain. For making particles in the bone structure more stable, I also create four fixed particles on the ground that connect each bone particles with spring constrains. The force applying or collision resolving on any bone particles will also influence all the other bone particles since they are connecting with spring constrains. And the four ground fixed particles will bring each bone particle back to its original position with the spring constrain force. The render of the grass is using the BoneMesh in NFGE, which means each vertex in the mesh stores boneIndices and bone weight up to four. It allows GPU to calculates each vertex position bases on

3D Graphic Demo: YBot-Simulation(In Progress)

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3D Graphic Demo: YBot-Simulation Description: This is a 3D graphic demo developed with NFGE.  Project Features: Implemented skeleton animation playing and blending use `NFGE::Animator` Implemented partially animating the model with `NFGE::PartialAnimator` Implemented a skeleton animation controller that can blend more than two animation with `ControlContext` and `BlendPolicy` using `NFGE::BlendTree` The UI of the Demo is using Dear Imgui( https://github.com/ocornut/imgui ) Demo Video: Technical Support: My Instructor: Peter Chan 

3D Graphic Demo: Effect & Post-processing pipeline

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3D Graphic Demo: Effect & Post-processing pipeline Description: This is a 3D graphic demo developed with NFGE.  Project Features: Implemented model loading Implemented third person camera controller Integrate NFGE effect and post-processing pipeline which support post-processing include: Shadow mapping DepthBlur Pixelate The UI of the Demo is using Dear Imgui( https://github.com/ocornut/imgui ) Demo Video: Technical Support: My Instructor: Peter Chan 

LaCelle Craft (In Progress)

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LaCelle Craft-2D RTS-PC_NFGE Description: This is a 2D RTS game developed with NFGE.  The project is currently not finished. But I have most of the game play structure done. Current Feature: Had one faction with a `Worker` & `Attack Ship` unit Supported maximum 8 player in a map. Implemented State machine and steering behavior on the current unit Implemented RTS game-controller that can single selecting and Group selecting and attacking. The UI of the Demo is using Dear Imgui( https://github.com/ocornut/imgui ) Demo Video: Technical Support: My Instructor: Peter Chan 

AI Demo: 3D Perception

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3D Perception Demo Description: This project demonstrate implementation of the NFGE-Perception on the "Tiny cone" who trying to avoid "Huge Cone" and try to eat the ''Tiny Sphere" "Tiny Cone" will show its state with color: Orange: detected "Huge Cone", and flee away from them Green: detected a "Tiny Sphere" and find out it is safe to eat it.  Group behavior also applied on the "Tiny Cone"s to achieve flocking behavior like fish. The demo is made in NFGE, which is my own game engine written in C++. The UI of the Demo is using Dear Imgui( https://github.com/ocornut/imgui ) Demo Video: Technical Support: My Instructor: Peter Chan 

NFGE

NFGE-Nicolas Four Game Engine Description: This my own C++ game engine that developed using Direct3D 11. It has: AI library:  Support FSM Path-finding algorithms Perception module  Steering Module Core library:  Handle window management with Win32. Implemented memory management structure such as: BlockAllocator & TypeAllocator Handle & HandlePool Implemented Macro for Meta system that can achieve run time class information retrieve(Reflection System) Graphic library: Implemented 3D graphic rendering pipeline that integrate post-process module Support Perspective Camera & Orthographic Camera Support Mesh building, sprite rendering, and text rendering Support custom Geometry Shader, Vertex Shader, and Pixel Shader Implemented Skeleton animation system with: Animation blending Partially animation Animation blend tree Input library: Handle window management with Win32. Network library: Developed StreamReader and StreamWriter for ret

NFGE Editor

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NFGE Editor A Game Editor using NFGE(Self Create Game Engine) Description: This project demonstrate the game editor that using the component structure and reflection system:  Use component base structure to manage game objects Use reflection system to set up template loading: Implementing the parenting system: The demo is made in NFGE, which is my own game engine written in C++. The UI of the Demo is using Dear Imgui( https://github.com/ocornut/imgui ) Demo Video: Technical Support: My Instructor: Peter Chan