These are all the projects which are done or partly done by me since 2007, when I was still a college student. Nearly all these projects are related to 3D, especially 3D games, which is my research domain.
3DS Max Exporter Plug-in
2009.4 – 2009.6
I developed this entire project by myself with 3DS Max 9 SDK in C++, Visual Studio 2005. This exporter plug-in is aimed to export 3D mesh data from 3DS Max into a predefined file format. These mesh data includes vertices, texture, normal, skeletal animation, etc. I also programmed a mesh viewer to visualize the exported mesh file for model designers.
For more detail, you can view this article from my blog: http://www.bennychen.cn/?p=789
GPU-based Crowd Simulation
2008.8 – 2008.10
This project was developed by a team of 3 people(out team got an interesting name – 3 IS CROWD). The goal is to implement crowd simulation on the GPU to accelerate computation. I am responsible for instancing, LOD and shadow map modules.
We present a prototype system for simulating large-scale human crowd by making efficient use of GPU. The system is able to fulfill two tasks: crowd behavior simulation and crowd rendering. Historically, both problems are CPU bound. For the first task, we implemented a crowd behavior model that enables real-time crowd trajectory control by increasing parallelism of data processing with GPU. For the second task, we improved the skinned-instancing technique by adopting a better LOD algorithm. The prototype system is to simulate a dynamic crowd scene with a large number (1k~10k) of characters in real-time.
This project was awarded Excellent Prize of AMD China Stream Computing Contest 2008.
Screenshots
Light Editing System
2007.11 – 2008.4
Technically, the system is accomplished based on TGEA, namely Torque Game Engine Advanced, an open-source 3D game engine from GarageGames corporation. And my programming job is mainly coded with Torque script in Codeweaver, with slight amendment of Torque source code.
It is a module of a larger system, which is to edit stage performances, serving for the 2008 Olympic Games opening ceremony in particular. And it is also a project for my undergraduate thesis.
My tasks include:
- editing GUI
- light creation and deletion
- light attributes edit
- light animation edit
- light group
- light script import & export
3D Bomberman Multiplayer Game
2007.7 – 2007.9
This is one of my favorite projects. It is an online game which takes advantage of the C/S architecture. The idea of the project is originated from the classic FC game Bomberman, but this one is represented in 3D. I designed the project and accomplished it with 1 other person. We utilized some techniques including CEGUI, FSM, message passing mechanism, network message protocol, map management.
This project was awarded Excellent Prize in the nationwide Chuangyou Game Design Contest 2007.
这是一个可以联网对战的3D游戏,游戏设计来源于红白机上的经典游戏——炸弹人。
游戏采用C/S架构。客户端显示GUI,渲染场景,处理玩家交互,处理与服务器的通信。服务器端处理客户端连接和通信,处理存储游戏数据。该项目使 用到的技术有:CEGUI,有限状态机,地图管理,网络消息协议的建立和消息传递。
该游戏在2007年全国创游杯游戏设计大赛中获得“程序组”优秀奖。
Here is a recorded video of the game.
这是一段当时所录制的视频,可惜没有录声音,没有声音,再好的戏也出不来:-)
2D Pacman Game
2007.6
The idea of this project is coming from a famous FC game Pacman. I accomplished this 2D game based on the object-oriented analysis and design.
I made use of the DirectX Sprite technique to render 2D pictures and animations. Some other techniques such as FSM, event-driven system, and AI of the NPC’s pursuit and evade were also included.
项目设想是来源于红白机上一款经典的游戏——Pacman, 利用面向对象的思想分析设计并开发出这款2D游戏。
该项目使用到的主要技术有,采用DX的Sprite技术显示二维图片和动画,有限状态自动机,事件驱动系统,实现了怪物NPC的追踪和逃跑AI。
Here is a screenshot of the game. Add you can download the game from here(I’m sorry that you need DX9 library to run it. If you don’t have, go to get one). Hope you’ll enjoy it.
My First 3D Game Demo
2007.4 – 2007.5
This is just a 3D game demo, and it is also my first 3D demo. So it is a very meaningful project for me because it is the landmark from which I started my dream of game programming. I entitled it a beautiful name – The Catcher in the Rye, which is one of my favorite novels and was written by J. D. Salinger.
Technically, the demo realized some basic high-level game effects like camera, sky box, billboard, quadtree-based terrain, frustum culling, LOD, water, collision detection, particle system, etc.
这是一个游戏demo,但我给它取了一个很迷人的名字——麦田里的守望者,来自于J.D.塞林格所写的一部小说,也是我的最爱之一。
从技术上,该demo实现了一些基础的高级游戏特效,比如摄像机漫游,天空盒,公告板,基于四叉树的地形,视椎体剔除,LOD,水面,碰撞检测,粒 子效果等。




