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Tag Archives: XML

Card Kingdom is a 3D arena-style brawler where the player controls an anthropomorphized playing card that defeats overwhelming numbers of zombified cards raised by the evil Joker to conquer Card Kingdom.

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I posted the following on the Card Kingdom development blog.

Prefabs were added into the engine quite late in the development process, but made making “waves” of enemies in the game very easy to create. Prefabs, or prefabricated objects, in our system are small chunks of XML that define a single game object with all of it’s components and any children as well. These objects can then be used multiple times throughout the XML definition of the game. Common objects such as crates, barrels, enemies, weapons, etc. are defined as prefabs. One side effect of how prefabs are realized in the engine is that a prefab can have other prefabs in their definition. For example, the Goon prefab has a link to the Poleaxe prefab. This separates out each object into their own specific file. Any updates to the Poleaxe prefab will automatically be in each enemy when created.

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The main project for Computer Graphics II was to write a ray tracer that supported multiple geometric shapes that could be rendered, multiple shading and lighting models, and multi-sampling for a smoother and more high-fidelity image. As a graduate student, additional functionality was required for the project. I decided to replace the standard pinhole camera with a more realistic camera model, as well as distributing the rendering processes across multiple networked computers.

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Smash Force is a 2D top-down shooter consisting of multiple levels, enemies and weapons made for Foundations of 2D Graphics Programming course at RIT. In the 10 week course, we designed and implemented the entire game starting from scratch.

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