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Wylie Iris Flournoy-Earnshaw's Projects

armor icon armor

The result of combining a multitude of tutorials on XNA: an experiment in player and camera controls, projectile physics, heightmap terrain, super simple code-based bone animation, and shader and reflections.

consolesong icon consolesong

An old C++ project. I wanted to learn how to get an application to play audio... I didn't get far, but I did find out I could make the system beep, so I made a little ditty that way.

deferredshadertest icon deferredshadertest

I had just learned about deferred shading and I wanted to try it myself, so I whipped this up in C#/XNA to try out the concept.

homeprototype icon homeprototype

C#/XNA prototype of a game concept. Think Factorio in space. This repository does not include the assets... they were really rough anyway.

merl_brdf_renderer icon merl_brdf_renderer

A small C++ program I wrote to render a short animation of an anisotropic BRDF created by mixing two isotropic BRDFs from the MERL BRDF Database (only for research or academic use). This is related to other work I was doing that I can't publish.

platform icon platform

The beginnings of a 2.5D platformer engine in C#/XNA.

voxelenginerevised icon voxelenginerevised

An old C#/XNA project. My second attempt at making something like Minecraft. Unlike my first attempt, this one was capable of having tens of thousands of blocks. I didn't know much about how filesystems worked so I had no idea just how terrible of an idea it was to store my levels like I did. Unfortunately I didn't know about version control at the time and made the terrible mistake of trying to refactor and add new features at the same time and left it in a broken and mangled state with no way to revert. I also didn't record anything while it was working. :(

wavwriter icon wavwriter

An old C++ project. I wanted to learn about audio and file formats, so I looked up the .WAV specs and wrote this.

zero icon zero

An old uninformed attempt at a 2D physics engine. I never realized how drastically the non-fixed timestep affected things when I was trying to solve the erratic behavior.

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