Thank you for viewing my Portfolio, please take the time to contact me and help me improve if you have any suggestions or would like more information.
| 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
|




No Download available at this time, please check back soon
No Source Download available at this time, please check back soon
No Video available at this time, please check back soon
No Information available at this time, please check back soon
No Download available at this time, please check back soon
No Source Download available at this time, please check back soon
No Information available at this time, please check back soon
| 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
|


No Information available at this time, please check back soon
| |
|
| 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.
|
IPR Note: Group Project Completed by -
- Lee Purdy
- Chris Aberscrombie-Smith
- Stanley Haryoto
- Thomas George Simmons
- Stuart James
- Alexander Van Steen
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.
|