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  • Bachelors Degree Game and Simulation Programming DEVRY SAN DIEGO (PROGRESS)

    Posted on March 23rd, 2012 Neurosys No comments

    Classes taken so far and grades:

    Fall 2009
    COMP100 Computer Applications for Business with Lab
    -Credits: 2 Grade: B
    ENGL112 Composition
    -Credits: 4 Grade: A

    Spring 2010
    CIS115 Logic and Design
    -Credits: 3 Grade: A
    CIS170C Programming with Lab
    -Credits: 4 Grade: A
    COLL148 Critical Thinking and Problem-Solving
    -Credits: 3 Grade: A
    ENGL135 Advanced Composition
    -Credits: 4 Grade: A

    Summer 2010
    GSP110 Introduction to Game and Simulation Development
    -Credits: 3 Grade: A
    MATH032 Introduction to Algebra
    -Credits: 4 Grade: A
    MATH092 Basic Algebra
    -Credits: 4 Grade: A
    SPCH277 Interpersonal Communication
    -Credits: 3 Grade: B

    Fall 2010
    GSP130 System Architecture and Assembler with Lab
    -Credits: 4 Grade: A
    GSP240 Practical Game Design with Lab
    -Credits: 4 Grade: A
    HUMN420 Contemporary Literature
    -Credits: 3 Grade: B
    MATH104 Algebra for College Students
    -Credits: 4 Grade: A

    Spring 2011
    CIS246 Connectivity with Lab
    -Credits: 4 Grade: A
    CIS247C Object-Oriented Programming with Lab
    -Credits: 4 Grade: A
    GSP295 Advanced Data Structures with Lab
    -Credits: 4 Grade: A

    Summer 2011
    GSP261 Introduction to Computer Graphics Modeling and Programming with Lab
    -Credits: 4 Grade: B
    MATH190 Pre-Calculus
    -Credits: 4 Grade: B
    MATH233 Discrete Mathematics
    -Credits: 3 Grade: B
    PHYS216 Physics with Lab
    -Credits: 4 Grade: A

    Fall 2011
    GSP281 Simulation Design and Programming with Lab
    -Credits: 4 Grade: A
    GSP340 Modification and Level Design with Lab
    -Credits: 4 Grade: A
    SOCS185 Culture and Society
    -Credits: 3 Grade: B

    Spring 2012
    ENGL227 – Professional Writing
    -Credits: 4 Grade: In Progress
    ECON312 – Principles of Economics
    -Credits: 3 Grade: In Progress
    HUMN410 – Contemporary History
    -Credits: 3 Grade: In Progress
    GSP111 – Introduction to Game and Simulation Programming (AGAIN??)
    -Credits: 4 Grade: In Progress

    Classes I still need to take:
    HUMN432 – Technology, Society, and Culture
    SOCS335 – Workplace Culture and Communication
    CARD405 – Career Development
    MGMT404 – Project Management
    GSP221 – Math Programming for Games
    GSP321 – Physics Engine Development
    GSP410 – Software Engineering for Game Programming with Lab
    GSP315 – Artificial Intelligence for Games and Simulations with Lab
    GSP381 – Computer Graphics Programming I with Lab
    GSP390 – Computer Graphics Programming II with Lab
    GSP420 – Game Engine Design and Integration with Lab
    GSP465 – Multiplayer Networking with Lab
    GSP470 – Multiplayer Online Game Programming with Lab (same as above?)
    GSP475 – Emerging Technologies
    GSP480 – Advanced Artificial Intelligence for Game and Simulation Design
    GSP361 – Applied Development Project I
    GSP494 – Senior Project I

  • UDK RAGDOLL PHYSICS now WITH RESPAWN

    Posted on December 31st, 2011 Neurosys No comments

    I meant to record this in the first video, but I thought it ran too slowly when capturing, just figured out I merely needed to re-encode the UDK movie capture. Here you can see as each Pawn dies, it spawns a replacement so it goes on forever (or until they find the edge of this cube(THEY WILL)).

    The ai is still very stupid, less than stupid, it simply chooses a random place, if it can see it, it goes there, if not, it chooses again. The result is there is ZERO determination to their actions. I’m about to give him some BOXING animations and maybe model up a Boxing Ring. Yes I think that will be next, then I will make BoxingPawnAI and give him a real brain (at least enough to throw down).

  • UDK Custom Character RAGDOLL PHYSICS DEATH

    Posted on December 31st, 2011 Neurosys No comments

    So I’ve taken my Player model that I made, given him some basic animations and movement, coded a bot from him with very simple wandering ai (no goal, just wanders to random points) and now I have created a Physics Asset for him which is working well so far. The wander bots have a 10% chance of death each time they move, inducing the ragdoll to take over.

    All classes from scratch, NO UT CLASSES USED, all classes extend from either ‘UDK’ classes or ‘GAME’ classes, but never UT specific(I hate those).

    Once I am done playing with all of this, I plan to write some easy to follow tutorials that show how to do things the ‘base’ way instead of the ‘lets mod UT’ way.

  • 3D Rural Crapper (OUTHOUSE)

    Posted on December 30th, 2011 Neurosys No comments

    The next chapter in the book I am following, we create an outhouse.
    I did almost nothing the way they wanted me too. Most of it was very rough spline and loft techniques. I’m going to stop using this book step-by-step after this, I’ve learned enough to move on I think and while I like playing with the 3DS/Vray rendering, I model for realtime and I want to get back to that. I did learn a few cool new tricks in 3dsmax and now I know how to install, setup and use vray, So I feel smarter than I was, I win.

    Here are a few of the stages of the outhouse, with the final vray lit scene.

    I just realized that even though I did the entire exercise, there is no actual bench+hole, so I imagine this crapper would get pretty gnarly with everyone dropping loads on the floor. I could add the bench, but this model is not really important to my actual work, so I’m just leaving it as is and moving on to more stuff I need to make.

    Next Up: I’m not sure… probably going to finish rigging up my custom UDK character’s physics and animation assets (I’ve been putting it off) and do a little demo video. I have working AI now in UDK, so I’m looking forward to demonstrating and over-explaining it.

  • More 3DSMAX VRAY work. (FENCES!)

    Posted on December 27th, 2011 Neurosys No comments

    Exercise 3 in the book I am currently working in has us create a nice rural fence. To test out the materials and overall look, I plopped in a few of my telescopes and a few VRAYlights (may have added too much, lots of glare).
    VRAY RENDER SCENE

    Next exercise is cartoony looking outhouse.