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[C++] Prime Engine
[C++] Prime Engine
Engine Development
Engine Development
08/2024 - 12/2024
08/2024 - 12/2024
05/2025-08/2025
Course:
CSCI 522 Game Engine Development
Codebase:
C++, Lua, Python (USC-owned Prime Engine)
Course:
CSCI 522 Game Engine Development
Codebase:
C++, Lua, Python (USC-owned Prime Engine)
Key Features (Gameplay Programmer Focus):
Enhanced Waypoint Navigation
Adaptive Character Behaviors
Implemented AABB bounding volumes for meshes
Integrated camera frustum checking
Updated physics simulations including collision effects and raycasting
Key Features (Gameplay Programmer Focus):
Enhanced Waypoint Navigation
Adaptive Character Behaviors
Implemented AABB bounding volumes for meshes
Integrated camera frustum checking
Updated physics simulations including collision effects and raycasting
Course:
CSCI 522 Game Engine Development
(Professor Artem Kovalovs, Principal Graphics & Game Programmer at Naughty Dog)
Codebase:
C++, Lua, Python (USC-owned Prime Engine)






Final Demo:
Final Demo:


Key Features (Gameplay Programmer Focus):
Enhanced Waypoint Navigation
Adaptive Character Behaviors
Implemented AABB bounding volumes for meshes
Integrated camera frustum checking
Updated physics simulations including collision effects and raycasting
Tasks:
Task 1: Character Behavior Modification
Added multi-waypoint support and randomized movement for Soldier #1
Designed a new object, Target, for Soldier #2 to aim and shoot at
Repurposed soldier object as target with custom parameters
Tasks:
Task 1: Character Behavior Modification
Added multi-waypoint support and randomized movement for Soldier #1
Designed a new object, Target, for Soldier #2 to aim and shoot at
Repurposed soldier object as target with custom parameters
Task 2: Bounding Volumes and Frustum Plane Equations
Developed Axis Aligned Bounding Box (AABB) around meshes
Created camera frustum plane equations based on field of view
Used bounding volumes for camera view frustum checks to optimize render performance
Task 2: Bounding Volumes and Frustum Plane Equations
Developed Axis Aligned Bounding Box (AABB) around meshes
Created camera frustum plane equations based on field of view
Used bounding volumes for camera view frustum checks to optimize render performance
Tasks:
Task 1: Character Behavior Modification
Added multi-waypoint support and randomized movement for Soldier #1
Designed a new object, Target, for Soldier #2 to aim and shoot at
Repurposed soldier object as target with custom parameters

Task 2: Bounding Volumes and Frustum Plane Equations
Developed Axis Aligned Bounding Box (AABB) around meshes
Created camera frustum plane equations based on field of view
Used bounding volumes for camera view frustum checks to optimize render performance



05/2025-08/2025
Milstones:
Milestone 1: UI System
Implemented a start menu that renders on screen.
Built communication between UI and level, allowing level selection from the menu.
Connected UI with character controller so the player can switch perspectives (e.g., first-person / third-person).
Milestone 1: UI System
Implemented a start menu that renders on screen.
Built communication between UI and level, allowing level selection from the menu.
Connected UI with character controller so the player can switch perspectives (e.g., first-person / third-person).


Milestones:
Milestone 1: UI System
Implemented a start menu that renders on screen.
Built communication between UI and level, allowing level selection from the menu.
Connected UI with character controller so the player can switch perspectives (e.g., first-person / third-person).


05/2025-08/2025
Milestone 2: Nav Mesh
Parsed the map and generated a navigation mesh from triangular geometry.
Implemented an A* pathfinding algorithm on top of the nav mesh.
Applied the system to AI soldiers, enabling them to detect and chase the player while avoiding obstacles.
Milestone 2: Nav Mesh
Parsed the map and generated a navigation mesh from triangular geometry.
Implemented an A* pathfinding algorithm on top of the nav mesh.
Applied the system to AI soldiers, enabling them to detect and chase the player while avoiding obstacles.


Milestone 2: Nav Mesh
Parsed the map and generated a navigation mesh from triangular geometry.
Implemented an A* pathfinding algorithm on top of the nav mesh.
Applied the system to AI soldiers, enabling them to detect and chase the player while avoiding obstacles.


05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025

Back
[C++] Prime Engine
Engine Development
05/2025 ~ 08/2025
05/2025-08/2025
Course:
CSCI 522 Game Engine Development
Codebase:
C++, Lua, Python (USC-owned Prime Engine)
Key Features (Gameplay Programmer Focus):
Enhanced Waypoint Navigation
Adaptive Character Behaviors
Implemented AABB bounding volumes for meshes
Integrated camera frustum checking
Updated physics simulations including collision effects and raycasting
Course:
CSCI 522 Game Engine Development
(Professor Artem Kovalovs, Principal Graphics & Game Programmer at Naughty Dog)
Codebase:
C++, Lua, Python (USC-owned Prime Engine)





Final Demo:


Key Features (Gameplay Programmer Focus):
Enhanced Waypoint Navigation
Adaptive Character Behaviors
Implemented AABB bounding volumes for meshes
Integrated camera frustum checking
Updated physics simulations including collision effects and raycasting
Tasks:
Task 1: Character Behavior Modification
Added multi-waypoint support and randomized movement for Soldier #1
Designed a new object, Target, for Soldier #2 to aim and shoot at
Repurposed soldier object as target with custom parameters
Task 2: Bounding Volumes and Frustum Plane Equations
Developed Axis Aligned Bounding Box (AABB) around meshes
Created camera frustum plane equations based on field of view
Used bounding volumes for camera view frustum checks to optimize render performance
Tasks:
Task 1: Character Behavior Modification
Added multi-waypoint support and randomized movement for Soldier #1
Designed a new object, Target, for Soldier #2 to aim and shoot at
Repurposed soldier object as target with custom parameters

Task 2: Bounding Volumes and Frustum Plane Equations
Developed Axis Aligned Bounding Box (AABB) around meshes
Created camera frustum plane equations based on field of view
Used bounding volumes for camera view frustum checks to optimize render performance



05/2025-08/2025
Milstones:
Milestone 1: UI System
Implemented a start menu that renders on screen.
Built communication between UI and level, allowing level selection from the menu.
Connected UI with character controller so the player can switch perspectives (e.g., first-person / third-person).


Milestones:
Milestone 1: UI System
Implemented a start menu that renders on screen.
Built communication between UI and level, allowing level selection from the menu.
Connected UI with character controller so the player can switch perspectives (e.g., first-person / third-person).


05/2025-08/2025
Milestone 2: Nav Mesh
Parsed the map and generated a navigation mesh from triangular geometry.
Implemented an A* pathfinding algorithm on top of the nav mesh.
Applied the system to AI soldiers, enabling them to detect and chase the player while avoiding obstacles.


Milestone 2: Nav Mesh
Parsed the map and generated a navigation mesh from triangular geometry.
Implemented an A* pathfinding algorithm on top of the nav mesh.
Applied the system to AI soldiers, enabling them to detect and chase the player while avoiding obstacles.


05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
05/2025-08/2025
