Project Description
This was our Capstone project, which was the focus of our last year in Game Programming at Humber College. Our goal was to make a custom C++ game engine with a “Unity-Style” editor.
It features an optimized deferred renderer which supports spot, direction, and point lights that dynamically update at runtime; a custom audio system, AI pathfinding and decision-making algorithms, reflection-based object instantiation, dynamic scene saving and loading, an Entity Component System(ECS) style architecture, GJK collision detection, a networked collaborative editor, input manager, GLSL based materials, and shaders.
My Role
I joined the team partway through development at the start of my 3rd year. The original three programmers had already worked on this project during 2nd year and had decided to continue it instead of starting a new project for our Capstone, which is when I joined.
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My role was to work on new features and extend the functionality of existing ones. My main contributions were:
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Adding GJK collision detection to the 3D physics system.
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Adding an AI Component as an additional part of the ECS.
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Adding AI algorithms, specifically both Kinematic and Dynamic Steering.
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Supporting the original team by taking a larger share of the non-dev work in our other group classes (researching, writing, and presenting).