Breakout

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For this project, the idea was to create a full game - not just a tech demo - in DirectX, including at least one or more advanced features. In this case, I decided to make a breakout clone that showcased certain advanced shader effects. In this case, the objects seen here - the breakable bricks, ball and paddle - are all using a shader implementation of the Fresnel Effect, a combination of reflection and refraction that includes chromatic dispersion.

In addition, an intro effect was created that used a pixel shader to distort the screen into wavy lines using a sine wave function, one that gradually reduced to create an alternative to a fade-in effect.

The game code was built from the ground up to be cross-platform with the PS2. A second version of the game was developed concurrently, and, though it did not have the Fresnell Effect due to it not being supported by the PS2 limited hardware, it functioned using virtually identical code, using the game logic classes as the engine and the rendering code was "plugged-in" according to the platform. Both versions were written entirely in C++.

If you'd like the source code and project files (written in VS 2010) please let me know and I'll be happy to send it to you!


PS2 Version

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To the left, the PS2 version built on virtually identical codebase, save for the rendering module. The aim of these two different projects was, in addition to being self-sufficient, was to demonstrate an object-orient approach that neatly encapsulated the game code and logic so well, the same code could be plugged into two different renderers with similar results.

Apologies for the programmer art in the background :)