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Ok, of course I've done the classic Asteroids clone and the Tic-Tac-Toe game and all of the little things in between, so I won't list those...maybe.
Instead, here are a couple of things I've worked on and have used many of times so I know they work and won't be embarassed to say so - (or am working on and will be using soon).
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King of the Mountain
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King of the Mountain was the second game that I was a part of. Contrary to peoples' initial thought of it, it is a MOUNTAINBOARDING game; Not a snowboarding game or a skateboarding game. The cool thing about this game is that it was for a client. A professional mountainboarder came to us about having a demo made that he could use to promote the awareness of the mountainboarding sport. We said, "Ok."
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J-Style Jukebox Manager
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This was a tool that I made that works with King of the Mountain. It allows you to make a playlist of music on your computer, an external drive, or even your iPod, and imports it into King of the Mountain. It also enables it to be modified by some of the features in the game.
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The Game
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The first of the two biggest games under my belt, this one is a First-Person-(Mech) Shooter. You take control of your mech and lead your team in a 15 game season fighting for the money, the glory, and a piece of the crippled planet. A massive array of weapons will help you on your way, but you're not the only one with access to them...
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Direct Input wrapper
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This is an application wrapper that has support for keyboard, mouse, and multiple gamepad input. Each of them has support for buffered input (good for combo-heavy games.) The gamepad component supports force feedback compatible peripherals. The wrapper is proven and has been used in some of my most important projects.
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Launchpoint Exporter
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This is an exporter tool that uses MEL script to interface with Alias Wavefront's Maya 5.0. The point was to have a way to place launchpoints or spawnpoints in a world and export the data with its flags to a file. This will allow me to easily go in and add new flags and features to the objects in my games' levels.
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Level Builder Tool
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This is an MFC tool that allows you to search your directories and select groups of files that correspond to an arbitrary level (i.e. if level 1 is supposed to have tree model tree6.mod and textures 1.jpg and 2.jpg, you can add all of that data to the list, wrap it up in a pak file and group it for easy loading.)
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Memory Manager
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This app was created to learn more about memory restrictions for consoles. This nifty little module allocates a certain amount of memory at the beginning of your application and has sections for heap memory (long term) and scratch memory (for quick loading and deleting of memory). If at any time you need to allocate memory, it will come from the memory pool. What it does is check to see how much you want to allocate and then check that against what remains free in the pool. If there's enough, it hands you the pointer to it and tags it as "in use". When the application closes, it will spit out a file that says how much memory was NOT freed and the tag ID. That way, you can also track down dynamic memory leaks.
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Vertex Shader
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This just takes some geometric buffer and applies some equation to each of its points which in turn will morph or deform the terrain and such. It can even be used to do a texture swim on the geometry's texture and give you cool effects.
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PlayStation 2 assembly
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This was done with the PS2/Linux kit to get a better understanding of how the PS2 works. I first did a C application of vector math and then ported that over to using assembly. It was a cool experience once I got it to work correctly. And the Vector Units in the PlayStation 2 become pretty interesting pieces of technology when you learn what each's specific purpose is.
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Instant Replay Driver
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This is just what you think it is, an instant replay app. That's all I'm going to say about that. Well, I can't give away all of my secrets now can I?
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Currently I'm staying fresh by continuing to create a collection of demos with my gaming engine, "Childish".