'tis  Jerome's  Site


'tis Jerome's site
http://this.boldlygoingnowhere.org
email: jpsion [at] gmail [dot] com


CV/Resume  pdf version

Tech Demo



Inverse Kinematics

Demo uses inverse kinematics to move an arm towards the goal. It minimizes the distance by calculating the derivatives needed for rotating the arm segments.

Additional info:
-Uses SDL and Opengl
-Move the goal with the arrow keys

Download:
Source

To compile:
-add files to a project and download SDL libraries
-add include directories of SDL in compiler options
-add lib/ directory of SDL in linker options
-link with SDL.lib SDLmain.lib opengl32.lib glu32.lib
-should compile successfully.

To run:
-copy the SDL.dll from lib/ directory to the same directory as the executable (Windows)
-SDL libraries should already be installed in Linux
-use arrow keys to move the box (initially at 0,0,0 world space)
Arm reaching for the goal



TB Framework

I'm trying to build an infrastructure for use on future projects. The code will serve as an "engine" of some kind, without any of the tools and editors included with actual  game engines. Other than SDL, OpenGL, STL, and C/C++ standard library, I am writing the code  myself. The main code "trunk" is done in Windows XP but the code should run in Linux.

Specifically, I am focusing on the following:
- Node (called "Entity") based scene management
- Mesh viewing and geometry viewing
- Bounding volume and bounding volume hierarchies
- Space partitions for managing physics
- Colliding entities and objects in real time
- Lua scripting to ease setup of worlds

Update: (November 11 2009)
Can do the following:
-Add meshes using Lua script and move the entity
-Meshes are loaded as an asset, so meshes are shared by entities
-Axis Aligned Box Bounding volume and Octree generation
-Added math, Vector, matrix, quaternion operations
-Set up physics and frame loop
-Will do Vertex buffer objects soon (may not be compatible with older machines)

I created a trac page called TBFramework to manage the project and host the source code.

Quick Links:
TBFramework - trac wiki (if the page gives error, hit Refresh F5)
subversion repository - code repository
trac source code browser - svn repository viewer

Downloads:
TBFramework.zip
I tested using Windows XP. The instructions are in the README.
The required libraries are
Lua5.1  - download the binaries
SDL 1.2
OpenGL. Use the MSDN version, if you choose.
each object is an entity with its own bounding volume




OLD PROJECTS

Cut to the Chase Java game
First year assignment where we had to implement a paddle/ball game using the course's game engine. We had the option to do a custom games, so I did. I created the textures and the game logic. It's a clone of Chu-Chu Rocket, but you guide the scissors to "cut" the paper. I created the animation frames displayed on the right. I also uploaded a video on youtube.com. I can't distribute the framework, but I still have the Java code I wrote. Lots of sleepless nights.























First 3D game project: Blasteroid Belt

As a team of 2 in my first computer graphics course (3 years ago), me and my partner split up the code. He mostly did the mesh, texture, and asteroid behaviour. I did the Ship, interface, and the framework. The assignment required us to implement various items and the youtube video shows some of them. I also put in two camera modes as seen in the video. Written in C++ using Ubuntu Linux and GNU x86 compilers.

This was my first time implementing the game loop as well as managing the objects so it didn't run as fast on the laptop.

I can't distribute the math libraries and other utility code because the school owns them. That's why I am writing my own in ColDet.


Animation frames for the paper.       texture for turn piecesStart and end piece. Printer and Envelope 
Animation frame for Scissor pieces