<div id='stars2'></div> <div id='stars3'></div> <div id='stars4'></div> <span style="font-size: 40px; color: #FFBF03"> Steven Kugies </span> <br> <span style="font-size: 25px"> I am a recent graduate from Digipen Institute of Technology </span> <span style="font-size: 25px"> with a degree in Real Time Interactive Simulation. </span> <span style="font-size: 25px"> I have a passion for design, creating, and </span> <span style="font-size: 25px"> dabbling in far too many things. </span> ![[TitleBar]] --- <span class="image-embed" title="Kilonova" alt="Arena Combat. System Designer: Designed and developed a director AI to better control the pacing of combat"> [ ![[KiloNovaHeader.jpg|]]](KiloNova) </span> <span class="image-embed" title="Pogglewash" alt="3D Platformer. Game AI Programmer: Developed behaviors for friendly NPCs in collaboration with artists and designers"> [ ![[Poggleheader.jpg|]]](Pogglewash) </span> <span class="image-embed" title="EFO" alt="2D Platformer. Engine Programmer: Designed core engine framework using an ECS system"> [ ![[EFOheader.jpg|]]](EFO) </span> <span class="image-embed" title="Vect" alt="Engine Programmer: Collaborative development of a simple game engine"> [ ![[VectTitle.jpg|]]](Vect) </span> <span class="image-embed" title="Solaria" alt="Game AI Programmer and Level Designer: Developed a variety of behaviors for a schmup and designed a simple level"> [ ![[SolariaMenu.png|]]](Solaria) </span> --- ## Other Here's a blueprint example from a little grapplehook rope sim project I'm currently toying with. 1. Tracing from player to the grapple hook. 2. On hit offset away from hit object and save as a rope point. 3. Cross product on our now two line segments to store the direction the rope is winding. 4. Ray casts are now done between player/grapple hook and rope points. 5. We check the angle of the end segments to see if we need to remove rope points. How physics is applied to the player/hook is done elsewhere. https://blueprintue.com/blueprint/efagui7z/ ![[grapple blueprint.png|]] Code Sample from an engine/framework I was making. Last time I really touched it I split rendering into its own thread in the bottom half of the file. The game thread runs at a fixed rate and the render thread runs as fast as it can. I then could interpolate the position of object between the previous frame and current frame for smoother rendered motion. Or at least that is the theory. https://github.com/cloudfox/skEngine/blob/main/src/Core/Application.cpp <br><br> <p style="text-align:center; font-size:25px; "> <a href="mailto:[email protected]" style="color: yellow">[email protected]</a> </p> <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> ## Some Other Things # 📖 Resources - Tutorials - [[Programming]] - [[Design]] - 📦Other Resources - [Programming](Programming%20Resources.md) - [Game Dev](Game%20Dev%20Resources.md) - [[Obsidian]] # 🪁Misc - Cooking - [[Cookies]] - [[Protein Bars]] - Personal - [[Favorite Games]] - [[What I'm Playing]] - [[Pets]] <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>