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Some projects I developed in my spare time. Please note that some of the provided source code is very old and does not reflect my current style at all.
You can follow my current development efforts on my blog: http://aminedev.blogspot.com/
'The Shoot Engine' is the most recent reincarnation of my previous game engines, and also contains a central editor tool. It is a cross platform engine for Windows, iPhone, and XBOX 360 platforms.

I decided to start it after I completed a contemporary art project with Artist Angela Antle, and a demo with Artist Philippa Jones, and realized it's about time I put together a clean and efficient engine that I can rely on when working on my side projects. And needless to say this will have positive impact on my work in the video game industry.

This new version has clean, reliable, extensible and feature-rich C++/OOP code. If you want to see code samples please don't hesitate to contact me at: amine [dot] reh [at] gmail [dot] com.

You can follow the development details on my development blog: http://aminedev.blogspot.com/




A few time ago I made the ancestor of the Shoot Engine: It is a LUA driven game engine and its 3D editor tool. The editor is based on Win32/MFC/Directx9 and is a functional frontend for the Irrlicht 3D Engine.

The game engine is built around the LUA script language, and allows to define a scripted behavior for any game element. It is designed so that the behavior state machines can be entirely created/extended in the script side.

I have uploaded a release version to give you an idea of the project. There is an example level in which the camera follows a moving character, all driven by the LUA script. You can find it in the data/level folder.

Note: The editor might not work well on Vista, it is based on old school ActiveX control for the property list and it did not age well.
 
Download it here: Game Editor with LUA Game Engine (source code included)

A 3D Game Editor that was my Capstone project during Fall 2006, right before I graduated in Computer Science. The goal of the project is to provide an accessible and extensible environment for interactive simulations. It consists of a game engine, and a 3D editor as a visual frontend. The game engine has the following features:

- Uses the Irrlicht 3D engine capabilities for rendering big maps and animated characters
- Real time scripted control of the characters using the GameMonkey scripting language
- Waypoint graph management and A* pathfinding using the Micropather library

I have released a package with all the binaries, source code, and my final report on the project. Check out the example level illustrating all the game/scripting/pathfinding concepts togheter.

Here is my project final report: 3D Game Editor Final Report

Download the whole package here: 3D Game Editor (source code included)


Project "Galacsys" is a 3D shoot-em-up I made a while ago. Here are some features:
- Directx8 rendering with batching according to material groups
- Procedural vertex animation for the explosions
- Multiple texture stage effects
- Procedural texture generation (Perlin noise) used for the scrolling background
- Particle system

Download it here: Galacsys 3D Shooter (source code included)




A small First Person Shooter demo that features home made visibility determination using Octrees and FPS style collision detection/response.

Download it here:  First Person Shooter (source code included)




A 3D space management software I made during an internship in summer '04. It shows you how to place boxes in a container in a clever way. It basically tries to fill the container with the bigger boxes first so that a minimal space is occupied overall.
- Developped in C++/MFC.

Download it here: 3D Space Manager (source code included)



This is an Octree demo, which shows how a 3D mesh can be split to fit into an octree, very useful for visibility determination and processing when the mesh has a lot of polygons.

Download it here: Octree Demo (source code included)



A Java web crawler made during the Internet Technologie course.
Spring 2005

Download it here: Java Webcrawler (source code included)



"PhotoED" was my final project during the Data Structures course. It has basic features you can find in most 2D paint programs.

Download it here: PhotoED



 A C++/Win32 simulation made during the Algorithms Analysis course, demonstrates various sorting algorithms in action. One of the best Win32 applications I made so far.

Download it here: Sorting Algorithms (source code included)



A virtual memory with paging simulation made during the Operating Systems course.
I really enjoyed writing this application in pure ANSI-C but with an Object Oriented design in mind.

Download it here: Virtual Memory Simulation (source code included)



A 2D simulation made during the Algorithms Analysis course, with C/SDL, about optimizing merge sort by intruding selection sort iterations at the end.

Download it here: Sorting Algorithms with SDL (source code included)



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3DGameEditor.zip
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Amine Rehioui,
Nov 12, 2009 1:24 PM
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Nov 12, 2009 5:51 PM
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Apr 18, 2010 8:56 PM
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Nov 12, 2009 5:49 PM
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Nov 12, 2009 1:37 PM
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Nov 12, 2009 5:53 PM
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ShootGameEngine.zip
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Amine Rehioui,
Nov 12, 2009 1:14 PM
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Nov 12, 2009 6:13 PM
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Nov 12, 2009 6:11 PM
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Nov 12, 2009 6:18 PM
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vmem.zip
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Amine Rehioui,
Nov 12, 2009 6:14 PM
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Amine Rehioui,
Nov 12, 2009 6:10 PM