Network programming in Java for Android

There are a number of ways to demonstrate networking features for mobile devices. Almost everyone nowadays has a smartphone that has access to the internet - allowing for developers to utilise these features to create interesting games and useful apps. In my 3rd year of university I created an android game which makes use of … Continue reading Network programming in Java for Android

DirectX11 Programming with Shaders

In order to demonstrate a number of different hlsl shaders in DirectX11, I created a 3D scene using a framework I was given by a lecturer in my 3rd year of university. Aspects of the scene: Basic vertex manipulation - Vertex shaders. Shadows using shadow mapping - Depth shader, shadow shader. Height map that makes … Continue reading DirectX11 Programming with Shaders

Network programming in C++ with SFML

My assignment for network programming in 3rd year was to create a program which simulated a world with a number of movable objects, where multiple machines could interact with the world through a network. I implemented this using the SFML framework and library, which I found much easier to use over Winsock. The SFML library … Continue reading Network programming in C++ with SFML

Procedural Terrain Generation through faulting in DirectX11

Another technique I have used to create terrain procedurally is faulting. Faulting to create terrain is essentially just cutting a flat plane in half in a random direction, then raising one half and lowering the other half. This process is iterated until reasonably realistic terrain is created. Here is an example I created using faulting: … Continue reading Procedural Terrain Generation through faulting in DirectX11

Procedural Terrain Generation using mid-point displacement in DirectX11

For my 3rd year module 'Procedural Methods' I experimented with a couple of different procedural terrain generation techniques. The first technique I used was mid-point displacement - using an algorithm called the 'Diamond Square' algorithm. This algorithm goes through a number of different steps and repeats itself until the terrain is fully generated. For more … Continue reading Procedural Terrain Generation using mid-point displacement in DirectX11