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jareddaniels.com

Jared Daniels - Game Programmer

While attending SMU Guildhall I developed my own personal game engine. I am currently using this engine to develop a multiplayer capture-the-flag game which is shown below along with demos of some of my engine's features. Technologies: C , DirectX, OpenGL, HLSL, ARB, UDP, FMOD. Multiplayer capture-the-flag (in development). In this demo there are two dynamic lights used to light a cube with diffuse, normal, and depth map textures. One light is attatched to the camera and the other is circling the cub...

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Jared Daniels

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Jared Daniels

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Pl●●no , Texas, 75024

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ja●●●●●●●●●●●@gmail.com

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Jared Daniels

7200 Pre●●●●●●●●Apt. 217

Pl●●no , Texas, 75024

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1.81●●●●3721
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Jared Daniels - Game Programmer | jareddaniels.com Reviews
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While attending SMU Guildhall I developed my own personal game engine. I am currently using this engine to develop a multiplayer capture-the-flag game which is shown below along with demos of some of my engine's features. Technologies: C , DirectX, OpenGL, HLSL, ARB, UDP, FMOD. Multiplayer capture-the-flag (in development). In this demo there are two dynamic lights used to light a cube with diffuse, normal, and depth map textures. One light is attatched to the camera and the other is circling the cub...
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Jared Daniels - Game Programmer | jareddaniels.com Reviews

https://jareddaniels.com

While attending SMU Guildhall I developed my own personal game engine. I am currently using this engine to develop a multiplayer capture-the-flag game which is shown below along with demos of some of my engine's features. Technologies: C , DirectX, OpenGL, HLSL, ARB, UDP, FMOD. Multiplayer capture-the-flag (in development). In this demo there are two dynamic lights used to light a cube with diffuse, normal, and depth map textures. One light is attatched to the camera and the other is circling the cub...

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Jared Daniels - Game Programmer

http://www.jareddaniels.com/index.php?p=demos

Terrain with level of detail. In this demo terrain is rendered using a supplied heightmap. I developed two versions of this demo. One runs in DX 10 and stores a separate index buffer for each level of detail for every patch. The other was built for DX 11 and defines a set of quad patches which are tessellated on the GPU based on distance from the camera. Technologies: C , DirectX, Hardware Tessellation. LOD based on distance from camera and terrain detail. Normals calculated using heightmap data.

2

Jared Daniels - Game Programmer

http://www.jareddaniels.com/index.php

While attending SMU Guildhall I developed my own personal game engine. I am currently using this engine to develop a multiplayer capture-the-flag game which is shown below along with demos of some of my engine's features. Technologies: C , DirectX, OpenGL, HLSL, ARB, UDP, FMOD. Multiplayer capture-the-flag (in development). In this demo there are two dynamic lights used to light a cube with diffuse, normal, and depth map textures. One light is attatched to the camera and the other is circling the cub...

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While attending SMU Guildhall I developed my own personal game engine. I am currently using this engine to develop a multiplayer capture-the-flag game which is shown below along with demos of some of my engine's features. Technologies: C , DirectX, OpenGL, HLSL, ARB, UDP, FMOD. Multiplayer capture-the-flag (in development). In this demo there are two dynamic lights used to light a cube with diffuse, normal, and depth map textures. One light is attatched to the camera and the other is circling the cub...

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