DMO Productions
Programming Projects
  

Overview

While attending MSU I had been sharpening my skills in computer graphics programming. My primary focus has been 3D graphics using OpenGL and DirectX.

Radiosity

Team:

    David Oard

Summary:

    A summer project where I experimented with radiosity lighting.

Features include:

  • C/C++
  • OpenGL API
  • Windows programming using MFC
  • High polygon count object loading (slow)
  • Radiosity engine using the Hemecube method
  • Radiosity patches can be either vertices or pixels on texture maps
  • Depth Of Field using Accumulation Buffer (not real-time)
  • Full Screen Antialiasing using Accumulation Buffer (not real-time)
Screen Shot (1024x768)
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Downloads: Radiosity.zip v0.92 (648K)

Entity Editor

Team:

    David Oard

Summary:

    This was a summer project where I experimented with texturing and manipulating
large polygon models in OpenGl. This included a robust partical systems engine.

Features include:

  • C/C++
  • OpenGL API
  • Windows programming using MFC
  • High polygon count object loading
  • Saving objects in custom format
  • Particle Systems
  • Vertex Arrays
  • Normal averaging
  • Spherical environment mapping
  • Auto texture coord generation
  • Multi textures
Screen Shot (1024x768)
Click on Image for full size screen shot Click on Image for full size screen shot Click on Image for full size screen shot
Downloads: Alpha v0.72 (257K) , Test objects and images (498K)

Lake Side

Team:

    David Oard

Summary:

    This was my final project in CS452 (Computer Graphics).

Features include:

  • C/C++
  • OpenGL API
  • Glut API wrapper
  • Billboard
  • Caustics
  • Sperical object clipping
  • Sky box
  • Shadow maps
  • Lens flare refraction
  • Particle Systems
Screen Shot (640x480)
Click on Image for full size screen shot Click on Image for full size screen shot Click on Image for full size screen shot
Downloads: Lake Side (2.85MB)

MapGen

Team:

    Brian Bailey, Tony Money, Dale Niemeyer, David Oard

Summary:

    This was a project for an independent study course at MSU. The idea behind this
was to have the ability to create custom 3D worlds. Unfortunately, the scope of the project
was too large for the time allowed, so it is unfinished. During this project, I learned how to
manipulate MFC to handle OpenGl graphics.

Features include:

  • C/C++
  • OpenGL API
  • Windows programming using MFC
  • Portal engine
  • Multi Textures
  • Lighting and Fog
  • Physics
  • Background music (mp3,etc.)
Screen Shot (1152x837)
Click on Image for full size screen shot

Asteroids

Team:

    Brian Bailey, Dale Niemeyer, David Oard

Summary:

    This is a basic asteroids game with computer generated 3D graphics on a 2D surface
including an integrated memu system. This was my first learning experience with DirectX
as well as different types of sound paradigms (wav, midi, cd).

Features include:

  • C/C++
  • win32 API
  • direct draw
  • direct input
  • direct sound
Screen Shot (640x480)
Click on Image for full size screen shot
Downloads: Asteroids2000 (3.63Mb)

Borg

Team:

    Dale Niemeyer, David Oard

Summary:

    This project was created in 1994 while I was attending Northern Montana College.
It was my first attempt to create a computer game; this game only consists of
walking around in a maze.

Features include:

  • 100% Assembly code for x86
  • Direct access to the video hardware
  • Video mode 320x200 with 256 colors
Screen Shot (320x200)
Click on Image for full size screen shot
Downloads: borg.zip (58k)
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