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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

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