A video clip of MGE and TCOZI can be viewed here.
MGE is my current main personal project and is intended to be a well rounded game platform (rather than concentrating all my effort on a single feature).
Note: The tech demo provided here is an older build of the engine and doesn't yet contain the newer features such as networking.
See the code page for some snippets of code from MGE.
I have been working as the main programmer on the third installment of the popular
Stick Soldiers series. This is an internet based team project organized by
Andrew Russell Studios.
SS3 is being developed in tandem with MGE, with both projects sharing quite a large amount of code (same overall architecture, utility library, game framework, networking system, etc).
The editor, 2D physics, renderer, sound system, and game specific code are being developed by the other programmers on the team.
My responsibilities include:
This is an entry for the 2005 Four Elements competition held at
GameDev.net. The theme was
"Pirates, Zombies, Robots, and Ninjas", and you had to pick at least
two to implement into a game. A friend and I chose Pirates and Zombies :).
The artwork, videos, music and sound were created by Siddha Andrews.
Note: The sound system in this build of MGE was poorly written, so some sounds may not get played properlly or at all (it just happend to work on my dev system) :(. I may some day get around to applying my new sound code to the old codebase behind this game.
Precursor to MGE by name only, this is my
attempt at creating a 3D modelling program. It is by no means complete, but has the
basic building blocks of a polygon modeller.
I made this little utility after getting frustrated by games that do not handle multiple
monitors properly (i.e. the mouse goes off the side of the game window onto the other screen
so when you click the game dies).
So, instead of giving up, or following the suggestions to "just turn off ur second monitorz whiel playng lol!", I have made a little app that will detect when the game window has focus and clip the cursor to its client area for you :).
Currently it supports Generals and Generals Zero Hour...and notepad (for testing). You can easily add support for new games - you just need to know the game window's class name and title (a utility is provided for finding this information).
This is coded in C++ using the raw Windows platform SDK (i.e. Win32), using system hooks to intercept the messages sent to the game window.
See the included readme file for details.
This is a custom written client for a MUSH
that I frequent. It was written in C++ using pure Win32, with some custom controls that I wrote
(such as the splitter).
Features include:


