Implemented more suggestions.

This commit is contained in:
Warwick 2022-04-02 11:03:04 +01:00
parent 40e0153b69
commit 6d17000fbe
5 changed files with 72 additions and 58 deletions

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@ -21,15 +21,16 @@ class GameProjects extends Component {
this.content = [ this.content = [
{ {
header: "Current Graphics Project", header: "Current Graphics Project",
subheader: "Side Project - Falmouth University: C++, Opengl, SDL", subheader: `Personal Side Project - Standalone Project: C++, Opengl,
SDL`,
image: NewGraphics, image: NewGraphics,
imageAltText: "Graphics", imageAltText: "Graphics",
content: `I'm currently working on a another graphics project as this content: `I'm currently working on another graphics project as this is
is the area of computing I want to get back into. I plan on generating the area of computing I want to get back to working in. I plan on
a cyberpunk city and implementing other features that you may find in a generating a cyberpunk city and implementing other features that you
game engine, such as including a physics engine for a more complex may find in a game engine, such as including a physics engine for a
character controller and an entity system so I can implement vehicles more complex character controller and an entity system so I can
and other methods of terrain traversal.`, implement vehicles and other methods of terrain traversal.`,
buttonText: "Read Blog", buttonText: "Read Blog",
buttonLink: "/graphics-blog", buttonLink: "/graphics-blog",
}, },
@ -39,25 +40,26 @@ class GameProjects extends Component {
Blueprints`, Blueprints`,
image: Monq, image: Monq,
imageAltText: "Monq", imageAltText: "Monq",
content: `This was my first time working in and creating a startup with content: `Monq was developed by an indie startup which I founded
university friends. I mostly worked on ai aspects of the project as alongside classmates from my university. It was developed in Unreal
well as working on some of the puzzle sections of the game. Though in Engine 4 using a mixture of C++ and blueprints. I predominantly worked
the doing it for real indie envirenment I had my hand in pretty much on the AI mechanics and puzzle implementation of the game, though due
every other programming aspect of the game also.`, to the nature of working in a small team I was able to contribute to
puzzle design and texture generation through shaders.`,
buttonText: "Learn More", buttonText: "Learn More",
buttonLink: "https://d-tail-entertainment.itch.io/monq", buttonLink: "https://d-tail-entertainment.itch.io/monq",
}, },
{ {
header: "University Graphics Project", header: "University Graphics Project",
subheader: `Bsc (hons) Computing for Games - Falmouth University: C++, subheader: `Falmouth University - Bsc (hons) Computing for Games: C++,
Opengl, SDL`, Opengl, SDL`,
image: Graphics, image: Graphics,
imageAltText: "Generated terrain", imageAltText: "Generated terrain",
content: `This is where I learned how to create a graphics engine from content: `This is where I learned how to create a graphics engine from
scratch using OpenGL, and was the project which I enjoyed the most scratch using OpenGL, and was the project which I enjoyed the most
during my bachelors degree. I especially enjoyed how deep I jumped into during my bachelor's degree. I especially enjoyed how deep I jumped
C++ to improve it's memory footprint returning to this project in my into C++ to improve its memory footprint returning to this project in
final year of university.`, my final year of university.`,
buttonText: undefined, buttonText: undefined,
buttonLink: undefined, buttonLink: undefined,
}, },

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@ -13,6 +13,7 @@ import {
ListHeader, ListHeader,
ListItemIcon, ListItemIcon,
ListItem, ListItem,
Link,
} from "@material-ui/core"; } from "@material-ui/core";
import ArrowRightIcon from '@material-ui/icons/ArrowRight'; import ArrowRightIcon from '@material-ui/icons/ArrowRight';
import Header from "./Header"; import Header from "./Header";
@ -33,7 +34,7 @@ class GraphicsBlog extends Component {
imageAltText: "Textured square", imageAltText: "Textured square",
content: `Today I added textures to my game engine. Next up content: `Today I added textures to my game engine. Next up
refactoring... But then camera movement (Or strangely enough world refactoring... But then camera movement (Or strangely enough world
movement around camera).`, movement around the camera).`,
buttonText: undefined, buttonText: undefined,
buttonLink: undefined, buttonLink: undefined,
}, },
@ -54,10 +55,7 @@ class GraphicsBlog extends Component {
mediaType: "img", mediaType: "img",
image: Blog3, image: Blog3,
imageAltText: "2 textured squares", imageAltText: "2 textured squares",
content: `Now I have a mesh class it's pretty easy to make multiple content: `Now that I have a mesh class it's pretty easy to make multiple objects reusing textures and indices. Next, it's giving those meshes their own relative position rather than hard coding every position on every triangle point to move it 🙃.`,
objects reusing textures and indecies. Next it's giving those meshes
their own relative position rather than hard coding every position on
every triangle point to move it 🙃.`,
buttonText: undefined, buttonText: undefined,
buttonLink: undefined, buttonLink: undefined,
}, },
@ -74,9 +72,9 @@ class GraphicsBlog extends Component {
<CardHeader title="Graphics Blog" /> <CardHeader title="Graphics Blog" />
<CardContent> <CardContent>
<Typography variant="p" > <Typography variant="p" >
In this project I plan to generate a cyberpunk cityscape with In this project, I plan to generate a cyberpunk cityscape with
an infinite level of verticality to really give it a large an infinite level of verticality to give it a large sense of
sense of scale. The project written in C++ using SDL to manage scale. The project is written in C++ using SDL to manage
windows and OpenGL to render the meshes. windows and OpenGL to render the meshes.
</Typography> </Typography>
<List dense> <List dense>
@ -94,31 +92,44 @@ class GraphicsBlog extends Component {
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Handle loading chunks asynchrounously as the game runs. Handle loading chunks asynchronously as the game runs.
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Add a noise algorithm to vary the cityscape marching square Add a noise algorithm to vary the cityscape marching square
generation. generation. (Looking at &nbsp;
<Link
component="span"
rel="noopener"
href="https://github.com/Aubrrn/FastNoise2"
> FastNoise2 </Link>
)
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Create mesh data library to make the marching square Create a mesh data library to make the marching square
algorithm generate something that looks like a city. algorithm generate something that looks like a city. (May
(May require a method of importing models) require a method of importing models)
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Fancy lighting (Potentially bake some shadows into a chunks Fancy lighting (Potentially bake some shadows into a chunks
tuxture during the generaton phase). texture during the generation phase).
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Design and create an interesting movement system for the world created. Design and create an interesting movement system for the
world created. (May need a physics engine like &nbsp;
<Link
component="span"
rel="noopener"
href="https://github.com/bulletphysics/bullet3"
> Bullet Engine </Link>
)
</ListItem> </ListItem>
<ListItem> <ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon> <ListItemIcon><ArrowRightIcon /></ListItemIcon>
Look into potential implementation of mono-rails and Look into the potential implementation of mono-rails and
suspended trains as a stretch goal. suspended trains as a stretch goal.
</ListItem> </ListItem>
</List> </List>

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@ -42,9 +42,10 @@ class Greeting extends Component {
<Typography variant="h1">Welcome</Typography> <Typography variant="h1">Welcome</Typography>
<Typography variant="body1"> <Typography variant="body1">
Hi, My name is Warwick and I'm an Associate Lecturer in Hi, My name is Warwick and I'm an Associate Lecturer in
computing at the Games Academy in Falmouth University with an Computing at the Games Academy in Falmouth University, with an
academeic background in Computing for Games and academeic background in Computing for Games and
Entrepreneurship. Entrepreneurship. I'm currently looking for oppertunities which
would allow me to explore graphics programming and simulation.
</Typography> </Typography>
</CardContent> </CardContent>
<CardActions> <CardActions>

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@ -22,31 +22,31 @@ class Ramble extends Component {
<CardContent> <CardContent>
<Typography varient="p"> <Typography varient="p">
Ramble was a web project I created during my master's degree to Ramble was a web project I created during my master's degree to
create a startup. In this project I acted as CTO and built a create a startup. In this project, I was the CTO and built a
website that allowed users to stream their podcasts live and website that allowed users to stream their podcasts live and
accept call ins in a similar vain to talk shows! I learnt the accept call-ins in a similar vein to talk shows! I learnt the
entire javascript web development stack from react to audio entire javascript web development stack from React to audio
streaming to devops in order to make it a reality. streaming to DevOps in order to make it a reality.
</Typography>.
<p />
<Typography varient="p">
It also had chatroom functionality with the ability to
re-stream to audiences much like other apps that came out in
the time since, such as Clubhouse.
</Typography> </Typography>
<p /> <p />
<Typography varient="p"> <Typography varient="p">
It also chatroom functionality with the ability to re-stream to During the project's lifespan of just under two years, I mostly
audiences much like other apps that came out in the time since, worked on creating the streaming functionality of the project
such as clubhouse. and managing how the project was designed to function behind
the hood when it was deployed. I learned a ton about how web
deployment works during this time allowing me to work on web
development modules in the Games Academy at Falmouth University
today.
</Typography> </Typography>
<p /> <p />
<Typography varient="p"> <Typography varient="p">
During the project's lifespan of just under two years, I acted Here's a demo of the project I took before we moved on.
as CTO. I mostly worked on creating the streaming functionality
of the project and managing how the project was designed to
function behind the hood when it was deployed. I learned a ton
about how web deployment works during this time allowing me to
work on web development modules in the Games Academy at
Falmouth University today.
</Typography>
<p />
<Typography varient="p">
Here's a demo of the project I took before before we moved on.
</Typography> </Typography>
<p /> <p />
<div> <div>

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@ -33,11 +33,11 @@ class WebProjects extends Component {
/> />
<CardContent> <CardContent>
<Typography variant="body1"> <Typography variant="body1">
In this project I acted as CTO and built a website that allowed In this project, I was the CTO and built a website that allowed
users to stream their podcasts live and accept call ins in a users to stream their podcasts live and accept call-ins in a
similar vain to talk shows! I learnt the entire javascript web similar vein to talk shows! I learnt the entire javascript web
development stack from react to audio streaming to devops in order development stack from React to audio streaming to DevOps in
to make it a reality. order to make it a reality.
</Typography> </Typography>
</CardContent> </CardContent>
<CardActions> <CardActions>