Current Position - Climax Entertainment Ltd.
| I have been working at Climax Entertainment for nearly two years during which time I have played a major role in the development of their upcoming Leviathan game engine, an engine designed to accommodate a wide variety of massively multiplayer online games. Whilst working on this engine I have been responsible for many 'key' features which have been implemented. These include the following outlined below. |
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Real-time Stencil Shadows
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Implementation of shadows in the engine has been done on both vertex tweened characters (animated) and static objects (such as buildings). Due to dynamically changing lighting conditions in the engine, shadow volumes needed to be calculated 'every' frame, for example day night cycles where the sun would never be in the same position for more than a few minutes, this meant that pre computed texture shadows cannot be used for realistic shadow effects. Therefore while developing and introducing these shadows into the engine, efficiency had to be considered as a priority. This meant I had to stick to generating shadow mesh data once at runtime, sending it to the graphics card, and then using vertex shader's to control the animation of the shadow, so as to not send vertex data to the graphics card each each frame (as this is not possible with the high detail of the models used in the scene). Techniques used were:
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In-game User Interface Library
Pre-client patching application