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System Requirements High End PC Tested On:
  • Intel Core 2 Duo 2.4 GHz
  • 2GB Ram
  • Nvidia Geforce 7950GX2
Will work on lower spec but can become jittery
Demo Information

Implementation of Muller's SPH technique this is my third year project at the University of Hull. It was developed with the aim of implementing it within a sink, but due to time limitations only a sphere and cube was achived. There are 4 exe's within the download that have that reflect high and low viscosity of both a cube and sphere

There are many plans for this project a couple are:

  • Surface Visualisation
  • Sink Enviroment / Model Interactions
  • GPU Implementation

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Requirements RenderMonkey
Demo Details RenderMonkey provides a simple enviroment to produce Shaders, the shaders in this demo are implemented using the shading language GLSL. This is a simple scene that has several different passes to create the effects
Effects
  • Phong Illumination
  • Textured Phong Illumination
  • Cube Map reflections
  • Height Mapped Terrain
  • Transformations
    • Rotation - Ship Propellar
    • Straight - Ship Movement
    • Bezier Movement - Submarine
  • Particle Effects
    • Propellar Bubbles
    • Burning Building
  • Distorted Water Surface

 

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System Requirements
  • Intel Pentium 4 2.0 GHz (Recommended Higher) 
  • 512mb Ram
  • 20mb Free Hard Drive Space 
  • OpenGL 1.4 Compatible Graphics Card
Demo Information

3D Pool Game, where two players can take turns to try to pot as many of there colour as possible. Has basic OpenGL lighting and was implemented using C++.

Requirements 2-4 Players
Windows PC*
Pentium 4 1.6GHz Processor
256mb RAM
OpenGL 1.4 Compatable Graphics Card
Keyboard or Xbox 360 Controller
Key Features 2 to 4 Players
Random Map
High Scores
Multiple Input Devices
Exciting Sound
Implementation Details C++
OpenGL
DirectInput Control
FMOD Sound / OpenAL(Old Version used OpenAL available on request)
Implemented as a piece of coursework and expanded the original version did not require sound or extra control, this module I achieved 86% in so the coursework achieved well for a second year piece. I have kept expanding this to improve it as I implemented new classes.

 

   
Demo Information

This is a game I developed in the third year at University, it is worth noting because it was developed for the GameCube. It used a basic inverse kinematics arm that you had to put into the right position. I used the joypad to control an on screen cursor so you grabbed the hand and tried to put it in the correct position to catch the skulls that were thrown randomly from either side.

I greatly enjoyed working with the GameCube Dolphin SDK and spent a lot of time working on this project. Sadly I am unable to distribute the application due to licence issues. 

 

Zip File
411KB
7z File
349KB

IPR Note: Group Project Completed by -

  • Lee Purdy
  • Chris Aberscrombie-Smith
  • Stanley Haryoto
  • Thomas George Simmons
  • Stuart James
  • Alexander Van Steen
Zip File
1699KB
7z File
2639KB

IPR Note: Group Project Completed by -

  • Lee Purdy
  • Chris Aberscrombie-Smith
  • Stanley Haryoto
  • Thomas George Simmons
  • Stuart James
  • Alexander Van Steen
System Requirements
  • .NET 2.0 Compatible Computer (See Requirements)
  • 25mb Free Disk Space
  • OpenGL 1.4 Compatible Graphics Card
Demo Information

This is a group project I completed at the University of Hull that required a small team of 5 to make a game produce reports and documentation in relationship to it. Within this project I pair programmed with Stanley Haryoto, I specificly implemented Sound, High Scores and Texture loading as well as the installer. We also worked together to fix any bugs as quickly as possible on all the code. Reports were completed by the remaining members of the team.

  • Lee Purdy
  • Chris Aberscrombie-Smith
  • Stanley Haryoto
  • Thomas George Simmons
  • Stuart James
  • Alexander Van Steen
System Requirements
  • .NET2.0 Compatible Computer (See Requirements)
  • 10mb Free Disk Space
  • OpenGL 1.4 Compatible Graphics Card
Demo Information

This is my Star Trek themed version of Space Invaders, the simple objective of Space Invaders is to kill the enemy before they get to you they move left and right dropping a small amount on contact with each side. In my implementation you have the option of bunkers selectable from the option menu. You can also change the key assignment from the standard Left Arrow Right Arrow and Space combination. There is also a difficulty setting to control the speed.

This was a University demo that I greatly enjoyed making introducing me to OpenGL with the .NET Tao library.

System Requirements
Demo Information

This is an implementation of MasterMind it uses simple windows forms for the interface making it a very smooth running game. The simple aim of the game is to guess a combination of 4 pegs from a variety of colours. To find the right combination you have so many tries the less tries it takes you the higher your score. Once you have selected a guess combination then click try and you will get a mixture of white and red pegs displayed in the four holes or none at all. If you get a white peg this means you have the right colour but in the wrong position, if you get a red peg you have the right peg in the right position.

This was developed for a University project in the first year of University where I excelled creating a full graphical client above the required console application.