Portfolio of Michael T. Mayers


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gametools


MiniOrk - Orkid variant (2006-2007)


Orkid (1996-2005)

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Maya WYSIWYG pipeline (2004/2005)



This is a WYSIWYG (what you see is what you get) shader preview pipeline based on Nvidia's CGFX.
This is not NVIDIA's prebuilt CGFX plugin, it is a custom DG node (MPxHwShaderNode) which uses the CG library.

Here are some features:

1. Tightly coupled to the internal art pipeline.
2. Multithreaded Texture compression panel (set and preview DXT compression settings on the fly, and preview in the maya modeling viewport)
3. Custom MPxSurfaceShape DG node for high quality binormal/tangent generation and billboard previews.
4. Shader Types include Terrain Blending, Water/Liquid, Anisotropic, MultiChannel (DiffuseMap, Bump Or Normal Map, GlossMap)


Anisotropic [Windows Media File : 2669584 bytes]


FSMTool (2004/2005)



This is a Finite State Machine editing tool.
The FSM is executing live while being edited.
This was written in WxWidgets and SOE's upgraded "EQOA" engine.



WorldBuilder (2001)


Used on ET for Sony Playstation.
Manages cel(geometry unit) placement, cel animations, sound emitters
Actor placement and world attribute database editing.
OpenGL / FLTK based GUI

                                     


ADB (Animation Database) (1999/2000)


Used on HBO Boxing for Sony Playstation
Manages animations (nodes), and transitions (paths) between nodes
Lets operator completely define a boxer's "style" including offense, defense and movement
Compiles all animations (hundreds) and transitions (thousands) into a more managable package
Maps user input to animations
OpenGL / FLTK based GUI
yes,the adb1 GUI (boxing) is messy,but it was a rush job ;>
all new tools based on my framework have automatic attribute GUI creation (built in to object system)

adb1.jpg    adb2.jpg    adb3.jpg
adb4.jpg    adb5.jpg            


Surf Demo (2000)


This demo helped Osiris sign surfing project with Acclaim.
I was barely involved with production of Osiris Big Wave Surfing
I Just did the demo (with one other coder)
This was around sept 99'
Its basically an animated/extruded realtime tesselated catmull rom spline curve, with the extrusion dimension being time offset.
Shading occurs in 3 passes (before i learned register combiners)
Pass1 - lay down alpha and 'chop' texture
Pass2 - foam layer (additive)
Pass3 - specular (masked through alpha)


SDB (Streamer) (2000)


Used on HBO Boxing for Sony Playstation
Manages audio commentary database
Lets operator set up ingame data structures
Converts all WAV files to VAG (Sony ADPCM) on export
Compiles all Audio Files (thousands) into a much more managable package
OpenGL / FLTK based GUI

sdb1.jpg     sdb2.jpg


Crowd Modeler (2000)


Graphical representation of crowd reaction audio modeler in HBO Boxing for Playstation
Lets programmer (me) edit coeffecients / synthesis matrix of PSX runtimecrowd audio

crowdmodel.jpg


FLTK/OpenGL Widgets (2000)


miscellaneous FLTK/OpenGL GUI widgets I am currently working on

widgets1.jpg     curvegen.jpg