Portfolio:

Graphics / Engine / Game Programming, Download: NoEnginePharaoh Level July2012 Build

@2013 Cosmin Nastasoiu
Portfolio

My own personal project is a 3D game engine named NoEngine. It is built from ground up using OpenGL 3.3 to render graphics. It is lightly customised to render FPS games, but its base architecture can be adjusted to render other types of games or even applications.

Features:

Physics simulations with rigid bodies. Inertial tensor calculation based on object shape. Micro impulses approach on object to object interaction. All other aspects of movement can be modified in realtime such as changing mass / velocity / momentum / gravity / position / rotation / time dilation / moment of inertia. Objects can be separated based on neighbouring objects, ex: a table with various food on it is hit by a ball, this algorithm affects the outermost object first, from the table in a chain of intersections. Friction based on surface of intersection.

Collision detection using convex primitives intersection. Concave shaped objects can be achieved by combining convex primitives. It is optimised with space partitioning. Can project objects on another surface, or object.

Dynamic lights and shadows. Lights can be added / deleted or modified at runtime. Uses variance shadow maps(VSM) for soft shadows and simple shadow maps. There is a algorithm that adjusts lights based on the main source of light and projects realistic shadows for objects i in front of the player. It is a sort of a flashlight that luminates and shadows objects based on a main source of light in the scene. Other aspects of the lights cand be changed at runtime and even deleted.

A special programming object framework that can easly be extended to accomodate new types of engine entities: graphics, interface, objects in the scene, geometry. This framework splits objects from memory, and objects are composed of various parts of data. Example: two apples in the scene share the same geometry and texture, but they vary in size and color. This can be achieved by creating 2 nodes that specify scale, position, color, diffuse texture, mesh, and 2 constructs for the apple texture and mesh. The render assigns those nodes the same mesh and texture but other aspects stored on nodes changes the final look.

3D max tools made to bring various data needed in the engine. Examples: Animation, Rigg structures, Mesh files, Collision files, Scene Descriptors.

Animation with TCB controllers. Smooth interpolation between keys. Custom rigg structures.

To speed up rendering, a GPGPU algorithm figures out what nodes will be visible and the renderer will draw only those.

Basic interface elements, like text, images and buttons that emit events.

Code span is over 25000 lines.

Customising input, by adding modifing actions to keys. Keys are stored in time, so this enables the possibility of depicting patterns

of input and customising and using them.

 

Yes, done by me!
I created it!

Portfolio: Game / Graphics Programming, Download game: Download

The King is my first game. Built in OpenGL 3.3. It has incorporate Fruit chess artificial intelligence engine made by Fabien Letouzey , it also incorporates my own weaker chess artificial intelligence. Code span is over 2000 lines of code.

 

Last year project

Portfolio:

3D Artist / Scripting / Video Editing in Activision Funlabs:

In 2010 I had the oportunity to work on the decently appreciated fishing game, Rapala Pro Bass Fishing 2010. It is a multiplatform console game.

Rapala Pro Bass Fishing starts out with you creating a character, either a man or a woman, dressing them up, and then heading out to the lake. Free Fishing mode lets you select any of the seven lakes in the game and get right to fishing. There are also challenges available in Free Fishing that task you with catching specific numbers of fish, casting correctly, using specific lures, or doing specific things like intentionally cutting your line when you have a huge fish hooked. Tournament Mode gives you specific species to catch in various tournaments, and you open up new tournaments by performing well. There is also a two player mode available as well where you both fish from the same boat, and when you cast you each have a little window under the water on your side of the screen following your lure. It works pretty well.

2009 cought me working at this multiplatform console project.

Cabela's North American Adventures gives players the opportunity to experience North America's greatest hunts in over twenty prime hunting locations across the continent. It introduces fresh touches that hunters will appreciate, including a custom gun builder that allows players the ability to create thousands of gun options with a variety of receivers, stocks, barrels, and scopes. The game also capitalizes on the popularity of hunting shows and online videos by adding a cameraman into gameplay - to get compelling footage, hunters need to be at their best! Also, for the first time in franchise history, up to four friends can hunt together online at once in the Xbox360 and the PS3 versions of the game. Once the hunt is done, friends can share their scores through online leader boards for bragging rights.

Also in 2009 a long project cought me aswell. Chaotic: Shadow Worriors

Battle to Victory in a World where Might Equals Right! Enter the realm of Chaotic and assume the role of one of its Creatures in this turn-based arena combat fighting game. Engage in explosive animated onslaughts that combine brutal melee attacks with vicious ranged assaults. Collect formidable battlegear, cast devastating mugic spells, and boost your creatures¿ powers as you unleash high energy attacks in your quest to master the merciless.

A 2009 project: Cabela's Outdoor Adventures 2010.

Live out the breathless excitement of hunting and fishing in Cabela's Outdoor Adventures. Roam some of the top hunting and fishing hotspots across North America as you pursue large and small game, birds and fish through more than 50 thrilling hunting and fishing adventures. Arm yourself with authentically branded equipment and gear, and experience the intensity of real-life scenarios that pit your aim and stealth against incredibly realistic animals. Customize your own amazing trophy buck, and see the story of your success featured in Outdoor Life magazine.

 

2008 Project: Cabela's Dangerous Hunts 2009

Cabela's Dangerous Hunts delivers intense hunting action in exotic locations throughout the world. Featuring some of the world's most ferocious animals, such as Grizzly, Leopards, Rhinos, Cape Buffalo and more, in palm-sweating, heart-pounding hunting action. You'll realize first-hand what every hunter fears most in terrifying "Kill or Be Killed" hunting action never before available! In-depth and detailed equipment 11 beautiful regions to explore and hunt - featuring for the first time ever, Zimbabwe and Tanzania!

 

2008 Project: Championship Paintball 2009

 

The intensity of first-person-shooters and extreme sports collide in NPPL's Championship Paintball 2009. Feel the adrenaline of intense tournament and woodsball action like never before as you take your game to the next level. With the most authentic and realistic paintball game to date, you'll feel like you're right in the action.


Pharaoh DreamPharaoh Dream;

 

 

 

 

 

 

Portfolio:

Android Programming:

In 2013 while working at Gameloft I had the opportunity to work on 4 games for android platform. One is the highly successful Despicable Me 2 Minion Rush. My attributes included fixing bugs specific to android, or implementing various functionalities for the games close related to android.

 

Yes, done by me!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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