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

| 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

| 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