VR F1 Racing Simulator - C# - Vizuality Studio
The video below shows a working version of the F1 simulator I've worked on while at Vizuality Studio. I decided to use the game
Assetto Corsa because it was offering the most realistic physics and graphics at the time. The easiness of accessing live data from the game (i.e. velocity, car orientation, speed, tires pressure...) was also a key element.
The application I developed would read the data in real time from the game and translate it so the motion platform would move accordingly. The motion platform had to receive data at a frequency of 100Hz.
The tracking of the driver's head was made by using a trio camera set which would track some LEDs on the helmet. My application would then read the data from the cameras using the VRPN protocole and send the driver's head position to the game.
Octree / Frustrum Culling in a 3D environment - C++ (Project in progress)
After programming the physic engine (mentioned below) I have decided to improve the way I handle objects in the scene. First of all I want to integer an octree system
in order to manage the objects in a better way, therefore the collisions between all of them. Then I want to use the octree to implement a frustrum culling.
This way I only send to the GPU the objects that really need to be rendered.
Here are a couple of pictures to understand the octree.
Real time physics applied to shrapnel on a destructible terrain - C++
This is one of the final projects presented at the end of my Master's course.
The aim of the project was to be able to create a crater in the ground and make shrapnel fly
in the air to simulate an explosion. To do so, we created a small physic engine. The video below presents our work and the final result. More info
about the project is available in the pdf file
Record - Unity 3D | C# | 3DS Max
Record is the first video game I made during my first year of learning video game programming. It's a first person puzzle game. The aim is to complete a
succession of levels using different features, such as "duplication" of oneself, "telekinesis" and "special vision". Every time a feature is used, the character
loses some energy represented by a battery on the left corner of the screen. 3 levels have been created, each one focusing on a specific feature.
Kick Time - C++ | SFML 2.0
The main purpose of this project for us, was to create a game mixing elements from
different old school fighting games (MKII, street fighters). However, the main influence
was MKII, therefore we decided to use it as the principal inspiration and theme for our game.
BallZ - Unity 3D | C#
This game was a project at the beginning of my second year of learning video game programming. The aim was to create a game involving a ball that
we can't touch, therefore using the surface as the interactive component of the game. The goal of the game is to finish the different levels as quickly as possible with the highest score.
3D/2D Bezier curves project - C++ | freeglut
Maths project programmed in C++ using freeglut. The objective was to create a program that allows to create a 2D bezier curve in a window, and its 3D representation
in another window.
3D chess game modeling
Here are some rendered pictures of a 3D chess game made with 3DS Max.
Crowd Simulation - Zombie Crisis - Python | Blender
This project was the annual project of my second year. The goal was to make a program that simulates a crowd, but in order to enhance
the creative side of the project, we decided to involve zombies.
Therefore the project is about the behavior of a crowd facing a zombie herd. If caught humans can turn into zombies and then attack humans as well.
Domineering - Unity 3D | C#
I developped various AI using different algorithms to play against the computer.
Algorithms : NegaMax, Minimax, KillerMove, AlphaBeta.
The aim of the game is to prevent the other player from playing the last move.
Minesweeper - Eclipse - Java
Android application programmed in java. The aim of this project was to study the basics of programming on android. It is possible to change the size of the grid
and the number of mines. It is also possible to save the best scores.
Duke Robot Nukem - Unity 3D | C#
Project made using machine learning algorithm. There is a scene with a big battlefield, there are 5 bases generating soldiers. The way to move and the weapon
are generated according to the previous soldiers generated. The characteristics of the soldiers that have killed the most enemies before to die will be used more as templates for the
future soldiers.