GLEE – DirectX Engine

Posted May 10th, 2011 in C++, Portfolio by Karn Bianco

GLEE – or graphics/game library and extensible engine – is an “under-development” engine for 3D graphics and game applications written in C++ using the DirectX rendering API. It bears absolutely no resemblance to the television show of the same name. However, if it were sentient, it would probably enjoy show tunes.

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4K PSP Demo: L-Systems

Posted April 6th, 2011 in Portfolio by Karn Bianco

My L-System demo was written in C for the PlayStation Portable, using an official PSP Devkit. It is designed to simulate moving through a virtual forest environment, with trees growing/shrinking as the user/camera moves through the world. The camera can be manipulated on the fly, allowing users to pause, look around, and admire their surroundings – if they so wish!

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Ray Tracer

Posted February 1st, 2011 in C++, Portfolio by Karn Bianco

My simple ray tracer written in C++ demonstrates a recursive ray tracing algorithm for rendering a scene made up of 3D primitives (spheres and planes in this case). This method stands in contrast to traditional rasterization-based approaches which are typically supported by accelerated graphics hardware and used in real-time games. The following scenes were both rendered in under a second:

RayTracer Sample Output Rear Plane Shadows (just looks rather cool!)

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3D Software Renderer

Posted December 27th, 2010 in C++, Portfolio by Karn Bianco

My 3D software renderer was written in C++ and is capable of displaying 3D models loaded from id Software’s .md2 format. It utilizes the GDI+ graphics library to set pixels on the screen, but is otherwise entirely custom code. Early implementation details can be found here.

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Escape From Alcatraz

Posted December 23rd, 2010 in Portfolio, UDK by Karn Bianco

Escape from Alcatraz is a point and click adventure game inspired by LucasArts’ graphic adventure games from the 1990s, such as The Curse of Monkey Island and Grim Fandango. It was developed using the Unreal Development Kit (UDK) over the course of several weeks.

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MIPS Assembly Music Sequencer

Posted November 12th, 2010 in Portfolio by Karn Bianco

Using the MIPS assembly language I developed a simple music sequencer capable of playing back music stored in a custom binary format. The MIPS architecture is the basis for the PlayStation Portable’s core CPU, but for this project I was using it in a simulated environment. MARS (the MIPS Assembler and Runtime Simulator) is an open-source MIPS IDE released by Missouri State University that I was able to use and extend.

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Project Maternity

Posted August 20th, 2010 in Portfolio, XNA by Karn Bianco

Project Maternity was a 2010 Imagine Cup entry from Ninja Vikings with Claws’ (Dominic Bodman, Catarina Barros, Daniel Dexter, and myself). It made it to the second round of the competition — an non-trivial feat for first year students who had only a few weeks of development time..

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Harmonia

Posted June 11th, 2010 in Portfolio, Projects, XNA by Karn Bianco

Harmonia was designed to be an asynchronous co-operative game for the Xbox 360 in which an experienced videogame player could support a less experienced player who was at the center of the gameplay experience.

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