David
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Manifest Destiny - A 3D Real Time Risk Strategy Game - Four Armies, Twenty Barracks, Hundreds of Units, One Island
This title is loaded with great features and functionality such as...
BarracksHud
A Unique HUD and Minimap
Particle
Particles and Explosions
volumeselect
Convenient Functionality
flocking
Flocking/Squad Movement

This is easily the most impressive C++ project I have worked on to date. Go ahead and take an in depth look at Manifest Destiny. The page includes design documentation, further explanation, code samples, and a detailed photo gallery! See it here!
DirectX Applications - Furnished Room implemented with a First-Person Camera

I've got a real treat here for you guys. Written using Direct3D 9, it is a fully-furnished three-dimensional room, complete with collision detection, bounding, textured primitives, object meshes, lighting, and... a first-person camera!

The best thing for you to do is simply watch the embedded video over on the right, it will give you a quick, one-minute coverage of my little room. My character, using the mouse for directional looking, and the WASD/Arrow keys for cardinal movement, strolls about the room bumping in to everything to show off the collision-detection, and then interacts with my tacky light switch to turn the room's light on and off.

It was a fairly simple project, yet it makes me more excited than anything else I have ever done. I realize that C++/DirectX are the actual tools game developers and studios use to create true AAA titles. A whole lot of more art, all higher in quality, some game mechanics, and maybe some fancy particle effects; but what I've made here is a real skeleton for a game. I plod along, week by week through school, but I always know, and can see in my own work, I'm slowly ascending to that point where I can, maybe someday, consider myself a real game developer.

Over to the left I've got some nice shadows being rendered on the table; and I've got another 3 pictures below that. Simply click on any of them to get a better resolution and view.

If you've got issues with the video, questions, comments, concerns, or just want to see some of my source code; feel free to email me at straily.1@osu.edu.

ShadowRoom
VaseShotRoom RoomNoBooks CouchSideboardShot


DirectX Experience - Lighted Animation / Text Display

Shown here is a basic DirectX9 Application I wrote. It was a little over 500 lines of C++ code, and it is a great, animated example of rendering 3D Primitives, Lighting, Scaling, Rotation, Text Display, and Camera Placement. As far as lighting goes, there's just a simple directional light off to the left shining down on the animated primitives. To render this explosive stargate system (or however you'd like to describe it), I used a set of while loops to render the cubes in their chosen positions, and then, in addition to the transformation matricies, I multiplied in a scalar and several rotationals to give the nice ambient swirl effect.

  If you would like to run the executable yourself and bask in the glory, it is a relatively small file, only 16.5kB, and you can download that file here: D3DX9-Stargate.exe
If you aren't running on a Windows system, or are afraid of the chance that this file may in fact be a virus, feel free to browse the screenshots below. Sorry in advance for somewhat poor picture quality!

Big thanks to Chris over at http://www.directxtutorial.com/ for the jumpstart to my DirectX education. It really helped build my foundation in DirectX basic knowledge.

*Warning: If, upon running the executbale, you get a runtime error along the lines of "d3dx9_??.dll cannot be found." the likely issue is you do not have an updated version of the DirectX Runtime. You can get ahold of that here.

DX2 DX5 DX3 DX4

 

 
Compiler Design

During my Autumn 2009 quarter, I took the cornerstone course CS&E 560, a group project in which we built a two-pass compiler, which includes three seperate executables; the Assembler, Linker, and Loader/Simulator. We worked with a team of 5, I was project lead, and everything was written in C++. In total, it was about 12,000 lines of code.

The image to the right is a link to our group's documentation. It had strict guidelines and required great detail; feel free to browse and see how our compiler was designed. If you are still curious and would like the executables/soucre code to our compiler, please just email me and let me know.

You can access the TRESSEL Documentation here.

David

Copyright © 2009 David Straily