Name: Adrian Biagioli
Type: User
Company: Carnegie Mellon University
Bio: CS Student at CMU, 2020.
Director of Development @ CMU Game Creation Society.
TA, 15462 Computer Graphics / Instructor, 98127 Game Creation @ CMU
Location: Pittsburgh, PA
Blog: http://flafla2.github.io
Adrian Biagioli's Projects
implementation of game0 for 15-466 Computer game programming
Base code for 15-466 (Fall 2018) Game2: Sports
Base code for 15-466-f18 game 3: "Shady Business"
Lecture Notes for 98-127 Game Creation for People who Want to Make Games
A sims-style editor for deformable face meshes using Blend Shapes
adrian's soapbox
An experiment in distance field raymarching that interacts with standard mesh-based objects. Made in Unity.
OpenGL Tutorial Skeleton
BLINK^3: A Unity Game made for HackBCA II -https://youtu.be/R1hq0ZHNIfQ?t=10s
A Wiimote communication project for HackRU Spring 2015
Homebrew tap for building an Asterisk dev environment [Updated to latest brew version]
🍻 A CLI workflow for the administration of macOS applications distributed as binaries
My game for Ludum Dare 28 - You only get One
A small test that I made for Perlin Noise and simple LWJGL rendering. Source posted on request/
Creation of a fully procedural terrain in Unity
An experimental 2D game engine written in Java with LWJGL. Created to learn and understand low-level game engine concepts.
Quaternion / Euler angle Rotation Visualization for 15-462 @ CMU
WIP: Scotty3D upgrades
A collection of small / one-off scripts that might be useful but aren't complicated enough to deserve a full repo by themselves..
A cool space game made in Unity
A physically-based Toon Shader for Unity
A deferred translucency (with Subsurface Scattering) shader for Unity3D that integrates with existing Deferred rendering and Standard shading PBR systems. Based on research by EA DICE presented at GDC 2011.
An experimental API for connecting a Dualshock 4 Controller to the Unity Game Engine
A spline editor tool for Unity, useful for creating complex 3D movements and animation
An easy to use interface between Unity3D / C# and a Wii Remote controller.
A framework for Unity3D that automatically generates teleporter boundaries and facilitates the teleporter mechanic, similarly to Valve's "The Lab"