Personal Projects

2003-2007Slide Show Demo
I started writing a 3D rendering engine to learn OpenGL. Over the years I added a Direct3D back-end as well. I wrote the 3D slide show demo over the last couple weeks of '07. Read more...

1999-2000, 2003Palm Desktop
I was visiting a friend when I saw Kai's Photo Soap for the very first time and its GUI had me mesmerized. I had to figure out how that was done and try my hand at doing it better. I kept coming back to this project over the years and even presented it as a graduation project at the University. It scored 9.5 out of 10. Read more...

1996Ant Fractal
One hot summer day I saw the description of the Ant automaton in one of the FRACTINT help files and thought that that would be a good thing to try in assembly. Read more...

1995Death Castle
My first C/asm game. It won the 3rd prize at a National Application Development Contest. Read more...

COMMING SOON... more assembly and DirectX projects.


Commercial Projects

January 2004 - present

FSCreations, Inc.

ExamView
Implemented prototypes investigating .NET 2.0, Java, Adobe Flex and AJAX as potential technologies for an ExamView web component. Written internal white-paper presenting the findings and recommendations. Implemented project features.

QuizShow SE
Designed and implemented object oriented cross-platform (Windows/Mac OS X) SDK to expose proprietary classroom response acquisition hardware features to third party software applications. Implemented JNI layer on top of the native SDK to expose it to Java applications. Integrated functionality based on the SDK into ExamView and QuizShow.

PuzzleView
Designed and implemented object oriented cross-platform GUI framework. Microsoft Windows (Win32) and Apple Mac OS 9/X (Carbon) back-ends implemented.
Implemented proof of concept for a JVM to AVM bytecode translator. Written internal white-paper and held a formal presentation of the proposed solution.
Implemented proof of concept applications investigating the potential of real-time 3D rendering technologies in the educational software market. Designed and implemented an object oriented minimal 3D rendering engine that abstracted the rendering API details. OpenGL and DirectX back-ends implemented to provide easy porting to Mac OS X.

March 2001 - June 2003

FunLabs

Cabela's Big Game Hunter 2004 Season
Developed the 3D character animation engine sub-system; added new features and researched new ideas like the platform independent model description language, animation optimization (through key reduction and data packing techniques), decals on animated blended meshes with tight memory restrictions, correct rigid mesh break.

Revolution
Structured and implemented the game logic, user interface, weapons' behavior, script interface, AI and special project features.

Cabela's 4x4 Offroad Adventure III
Indirectly contributed as an Engine Programmer. All our games were based on the same in-house developed engine.

U.S. Most Wanted - Nowhere to hide
Developed the level editor, for both the 3D world geometry and the AI entities and relationships. Implemented a skinned Win32 interface that was shared among the other in-house developed tools (the FX editor, the model editor, etc.) Implemented a 3DStudio MAX plugin for 3D objects and animations export & import.

Shadow Force - Razor Unit
A quick project based on the same engine as Secret Service. Gave us a chance to catch our breath and plan the next generation of the engine.

Secret Service - In Harm's Way
Designed and implemented the 3D models and animations engine sub-system. The module included a hierarchical coordinate system (skeletal) model for the objects on which blended meshes and complex animations (key-framed, quaternion based rotation interpolations, animation mixing and blending, real time physical simulations, attachment animations, etc.) were applied. Concurrently, implemented AI and game logic for the Secret Service project.


Tutorials

How To Handle The apachesoap:DataHandler Type Using gSOAP