AI XPrize Research Proposal (Excerpt)
Modern Marketing (Study)
Games Development (Study + Research + Development)
Procedural Cover System (Unreal Engine 3)
This shows the work done on a procedurally based cover system. Many games and shooters today employ cover systems allowing you to fire from behind walls. Most developers implement cover systems in mapper-placed entities and map-specific node generation.
Unreal Tournament 3 Mutators
Three Mutators Released for Unreal Tournament 3
This was a very simple shader. A variable noise is applied to a scaled, green-colored pixel shader.
This shader was constructed by scaling vertex normals, detecting vertex tangents relative to the camera and assigning color based on those vertex values in the pixel shader.
It was a crude method, but it aims to represent heat coming off the surface of the object, and then edges where heat readings would be presumably more concentrated.
Realistically, when constructing a thermal vision shader, particular objects being observed by the thermal vision should receive their own thermal maps (organic creatures, explosions, etc). Other things like walls or lightbulbs could then receive simple heat vlaues and be applied to a more generic pixel shader.
Parallax Occlusion Mapping attempts to do what earlier methods like Bump Mapping could not. It raises a texture above the surface geometry to represent more complex curvature. Notice that on curved vertices the effect is no longer preserved.
I wanted to get one of those pretty ‘plasma’ looking force fields. There were a variety of function calls and textures going into this shader. This was my first successful attempt with HLSL.
This was a study into functions and Taylor Polynomials, applied to movements in a AAA modern warfare simulator.