This is a sample developed off of the template available here:
The purpose was to develop a responsive GUI for all screen sizes. The GUI will adjust itself according to the window size.
The design was intended to focus around the functional use of the GUI.
It was developed using C#, ASP.NET MVC, Angular2, Bootstrap, and Font Awesome.
The source HTML was copied/pasted for hosting on my website.
The navigational links on the responsive web demo includes the "1001" and "SubNavA" hyperlinks.
This is sample user interface that handles adding arbitrary entities. Its purpose is to demonstrate an easy to use
user interface. Much of development for this was from reading the following:
Posted on: 8/28/2011
a polynomial. To graph a polynomial, enter the coefficients (delimited by white spaces), from
highest to lowest order, in the text field above, and click on "Plot."
I worked with my brother and two artists to build this game for a computer game development class at UC Irvine,
using C# and the Microsoft's XNA framework. The current build is mostly a tech-demo of the game engine built by
my brother and I.
I implemented the combo system, bone animation system, camera system, and scene graph for the game engine,
while working on this project. I have also implemented the code to handle 3D models because the characters
in the game are modeled in 3D.
Posted on: 4/21/2010
Nucleon is programmed in C# with the Microsoft's XNA framework. Nucleon started as a project for a seven days game competition arranged by
the UC Irvine Video Game Development Club (UCI VGDC). I was the lead programmer for this project, on a team of twelve people. The underlying
game engine used for Nucleon was a side project developed three weeks before the competition.
I worked primarily on the game's visual presention. I implemented the fading effects, lightning, particle effects, procedural placement of the
green neutrons based on the positions of other neutrons, and the special attack (i.e. the attack with the white transparent circle) via shaders.
This game has since been finished and released on Xbox Live Indie Game (XBLIG) in May 2011.
The above video demonstrates my collision detection program programmed in C++ using the OpenGL API. The
collision detection is based on the Oriented-Bounding Box Tree (OBBTree) implementation. I began working
on this program in a Computer Graphics class at UC Irvine. I have since optimized the OBBTree by
implementing a convex hull algorithm to better compute the orientation of each oriented-bounding box (OBB).
I have also added collision interpolation to the program for both the triangles and OBBs.
Please do not judge my ability on organizing code in this collision detection project. This was a learning
experience and unnecessary code are left in the program for testing purposes. I merely allowed the program
to be downloaded to show the scale of this project. A sample of my C++ code can be found
here. The source code is from a 3D game project made with the
Panda3D game engine. I have since scrapped this project because of the limited C++ documentation, the time
required to make a 3D game from scratch, and the game engine's limitations.
S. Gottschalk, M. Lin, and D. Manocha. “OBB-Tree: A Hierarchical Structure for Rapid
Interference Detection.” ACM SIGGRAPH. 1996.
B. Barber, D. Dobkin, and H. Huhdanpaa. "The Quickhull Algorithm for Convex
Hull. Technical Report GCG53, The Geometry Center, MN, 1993.