SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 76

K. Komal Shashank Software Development « Mining Adventure Mining Adventure originally started as my second DFS, I modified the game to would do as part of the curriculum here Phong lighting with a day/night cycle. I a Minecraft clone that all programmers at SMU Guildhall. So, in its initial form, I had made the game as a procedurally generated open-world with basic 3D player physics, static enemies, voxel- world global illumination and a split- screen two player mode using XBOX controllers. I love open-world games, and I decided I should continue working on it to improve the project. For my first Directed Focus Study, I overhauled my entire rendering system to modern OpenGL and updated the project to use the new system. Additionally, I added two new post-process graphical effects, namely the depth-of-field effect and the screen shatter death effect. For 76 SOFTWARE DEVELOPMENT use realistic textures and applied Blinn- also added photo-realistic water rendering with reflection, refraction, distortion and depth. I plan on adding underwater effects in the future. Additionally, I also worked on improving the overall performance of the game. This project has taught me a lot about implementing various systems required to create open-world games and has given me an opportunity to showcase my programming skills, from procedural terrain generation and graphics programming to performance optimization and creating engine systems. Mining Adventure was developed using C++ and OpenGL.