Here you can download executables and source for my past and present projects. Obviously, anything I’m getting paid for, I might not be able to include source, but I don’t mind sharing code for my own personal projects. Source code versions have the assets stripped out to reduce filesize, but you should be able to download the exe version and copy the assets over if you need them.
Render Engine
- exe - source
I’ve been working on a Render Engine in my spare time (not often) and I’ve gotten it to the point where it will load and display Collada files using the FCollada API. Also uses Corona for texture loading. Eventually I want to build up enough functionality that I can test different stuff with it, but the first stage is just getting it to display something. It certainly still needs a lot of work, since you can’t even move the camera, but things are slowly coming along as I find time to work on it. Distributing under Creative Commons license in case I actually make something of this, but it’s free to distribute, reference, etc for non-commercial purposes.

This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Space Shooter 3D 2k7
A 3D Rail Shooter, set inside a giant interstellar mothership. Your objective is to destroy the core of the mothership and escape before you are killed in the mothership’s catastrophic explosion, brought to you by the Full Sail final project group, Tagline. I did a lot of work on the enemies’ artificial intelligence, collision, math library and almost everything math related as well as a lot of gameplay tweaking and assorted gameplay code. We had a team of five students and a total of five months for this project, split fairly evenly between pre-production planning and coding time. Watch out for us in the 2007 Independent Games Festival Student Showcase. We think we’ve got one of the more entertaining games to come out of Full Sail so far, and we’re hoping for at least an honorable mention, but we’ll see what happens when the results are in ;). Since we entered IGF’s Student Showcase, everything used in the game had to be produced by a student. That means we wrote all the code for our game ourselves and all the assets used in the game were created by our team with a little help from Sam Lu for some art assets and Casey Coffman for the awesome music and sound effects.
Chrono Trigger Shooter
This is another project from the same class as Zelda Arkanoids in October of 2005. For this project, the requirements were a little more demanding, but we got two weeks to make the game this time. We were required to have a menu and a certain number of feature “points” laid out in a list for us to choose from, or we could suggest another feature and the teacher would decide how many points to give us for it. Again, I took a bunch of sprites and sounds from an awesome SNES game to make a simple little SHMUP where you fly the Chrono Trigger around shooting up the enemies from the game. Again, arrow keys move and space bar shoots. The high scores menu is a little wonky for when it shows up. After you die, you have to start a new game or try to quit before it will register that you have a high score and ask you to enter your name. Entering your name is similar to how they do it in arcade games. Up and down scrolls through letters, left and right changes the position of the cursor.
Zelda Arkanoids
This is a project I worked on for school in October of 2005. We were given DirectX wrappers and a week of time to make some version of arkanoids in 2D. I used a bunch of sprites from The Legend of Zelda: A Link to the Past, so Link is the paddle, the bricks are rocks from the game and the background is one of the boss rooms. You can move Link left and right with the arrow keys and swing his sword to change the ball’s direction with the space bar. It’s a pretty crude little game, but we didn’t have much time or experience at the time to work on it (and all it required was game-play, so there’s no menu or anything).