A simple driving simulation, uses shadow mapping to render directional lighting over the scene and selectively renders trees and grass using frustum culling to cull mesh renders before sending to GPU.
drive.mp4
A rendering of the "boids" model by Craig Reynolds in 3D, with OpenGL. This version uses various OBJ models for types of fish and some rocks on the bottom of the "tank". The fish avoid hitting the top or bottom of the tank, and wrap around when hitting any of the sides. Fish follow their regular flocking rules for other fish of the same type, but only follow the "separation" rule with fish of other types. This creates some interesting behaviors, especially where the flocks collide.
7r2lLeMcTP.mp4
A simple particle emitter, which emits textured cubes in 3D. An extension of the "particles" script detailed below.
nNjz0XvYlC.mp4
Script demonstrating texture mapping and Phong shading of a cube map with some hardcoded cube vertices/normals/uvs.
bV7bpk8CQ5.mp4
Basic implementation of Craig Reynolds' boids model, in 2D using a single triangle for each "boid".
8puFxLQgAz.mp4
Simple particle emitter, works in 2D, spawns small square particles with a specified life and culls them as needed.
73twdJMhCW.mp4
A class assignment to draw your name by hardcoding vertices and triangles, and some transformations via the vertex shader.
8wNz5qYuFB.mp4
A simple experiment with fragment shaders to draw a chessboard, for a class assignment.