30 Minutes or Less
Though we have a fully functioning demo that we're showcasing to publishers, this is a work-in-progress casual game for PC, iPhone, and Android. It's implemented atop of Unity Engine, using C#.
I have 17 years of experience as a hobbyist and freelance computer programmer. I've been programming for a majority of my life. In fact, I'm only 27 years old.
brent.w.lewis2@gmail.com
Though we have a fully functioning demo that we're showcasing to publishers, this is a work-in-progress casual game for PC, iPhone, and Android. It's implemented atop of Unity Engine, using C#.
This MMOG is a large-scale project I'm working on with my game-development startup, AdaptivElite. The engine, titled ExEC Engine, stores the game universe using an Octree implementation, coupled with high-precision mathematics, specialized rendering techniques, and a hierarchical model system, which allows 30 orders of magnitude between the smallest and largest objects in game. It can simultaneously render subtle facial expressions and super-giant stars. Most of the completed work is within the engine, but we've still been able to put together a couple interesting videos.
This open source library performs high-precision arithmetic, exceeding what is supported natively by most hardware. It's written in C++/CLI, C#, and Assembler, and is usable as both a native .DLL, and a .Net assembly. It includes the most common math operations, and transcendental functions.
QPFloat project page on SourceForge.netThe Source Engine, from Valve Corporation, is a widely used platform for developing video games. The tool set provided with the SDK is not exhaustive, and a gap existed in the utilities for working with this engine. In an effort to make Source Engine development more accessible, DuctTape provided several GUIs for creating assets for Source games. DuctTape is open source, and is developed using C++/CLI, C#, and XNA.
DuctTape home page, hosted by SourceForge.netPrimarily a for-fun portfolio piece, this software was written from scratch in 3 days. This includes the SSE accelerated vector library, physics engine - everything. The interface and 3D engine is written in C# using .Net's WinForms for the interface. The Vector library is written in native C++ and assembler.
For purely academic interest, this software was a quick 1-day project. The program captures the playing screen, decides which moves to make, and then generates mouse clicks to drive the game.
My first commercial program, Smart Prioritizer, was intended for single-core computers running windows XP. It would allow you to set rules for controlling the process priority of other processes. This way, programs like Windows Media Player could have above-average priority so that playback wouldn't skip, but won't freeze up the whole computer when it locks up (As Windows Media Player often did). It's outdated now, but still a good example of a utility I've written.
Download on CNetAn accidental hit from my late high-school days, and my first freeware program, this simple utility suspends the time-of-day clock on a computer, allowing you to bypass timed-trial software. Despite its age, and the problems it introduces with file stamps and build systems, it's still a frequently downloaded program.
Download from BrotherSoft catalogueAn experimental program that merges midi, audio input, the Fast Fourier Transform, and a bit of music-theory know how, to create a program for ear and voice training. It requires the .Net framework, but you'll have to ensure the dependencies are installed yourself, since no installer is included.
Download the executable