Bruce Trigg
Address: ** ****** ****,
Glendene, Auckland
Email: ******@*****.***.**
Surname: Trigg
Christian Names: Bruce Clive
Age: 20
Sex: Male
Residency: NZ Citizen
Date of Birth: 31/03/1984
Objective:
Young ambitious New Zealander seeking full time employment as a junior C++ developer with in New Zealand or Australia in the game development industry. Interested in all aspects of game, engine and console based development and can work individually or in a group environment.
Qualifications:
Institution: Massey University
City: Albany, New Zealand
Qualifications: (Pending Graduation March 2005) Bachelor of Engineering Software Engineering (4 Years)
Software Engineering Project:
Title: A 3d terrain engine based on 2.5d surfaces.
Summary: Used complex 2d polygons with height data to construct arbitrary 3d terrain. This was then rendered using DirectX with its own engine written in C++. I implemented features such as:
Sphere to triangle collision detection and reaction.
Frustum culling
Axis aligned bounding boxes
Support for X meshes.
Technical Experience:
Languages:
Advanced Knowledge: C++, C, C#, PHP
Basic Knowledge: Java, Jade, HLSL
Frameworks:
DirectX, STL, MPI, Microsoft .Net framework
Concepts:
OOA/OOD, RAD, XP, RUP, UML, Concurrent Programming, Distributed Computing, Networking.
Software:
Visual Studio .Net, Rational Rose, Jade, gcc, g++
Other:
Linux system administration
Degree Work Experience:
Summer 2003
2004 (Approx. 300 hours)
Contract
development with Evisys Limited:
Title: C# Developer
Job Description: Developed the backend of a corporate website that interfaced with a Java webservice using SSH and a client certificate.
Employer Contact: Richard Stinear
Employer Position:
Technical Manager
Phone: (021) 707704
Summer 2002/2003 (Approx. 300 hours)
Contract
development with Rex Limited:
Title: C# Developer
Job Description: Contract based development for custom UI s and Controls.
Employer Contact: Richard Stinear (see above)
Education:
2000
2004 Massey University: Software Engineering
1996
1999 Waitakere College
New Zealand Drivers Licence: Class 1, 6
Hobbies:
Game Development
Online Role Playing Games
Motorcycle Riding/Repairs
2004 Software Engineering Project (C
Figure 1 Screenshot from my A 3d terrain engine based on 2.5d surfaces project.
Title: A 3d terrain engine based on 2.
5d surfaces.
Summary: Used complex 2d polygons with height data to construct arbitrary 3d terrain. This was then rendered using DirectX with its own engine written in C++. I implemented features such as:
Sphere to triangle collision detection and reaction.
Frustum culling
Octtree scene management supporting axis aligned bounding boxes.
Support for X meshes.
Figure 2 Screenshot with an offset frustum. Shows culling technique.
Bruce Trigg
2004 Portfolio
C++ Code Snippet: Algorithm to create sky sphere mesh for an indexed triangle list
int stacks = 8;
int slices = 16;
//make sphere
verticies.push_back(new SKYSPHEREVERTEX(0,radius,0));
float step_slices = (2 * D3DX_PI) / slices;
float step_stack = (2 * radius) / (stacks);
for (int i=1;i float f = (D3DX_PI/stacks) * i;
f = radius * cos(f);
float radii = fabs(sqrt((radius * radius) - (f*f
for (float fslice = 0; fslice
Fractal Terrain Generator (C#):
Figure 3 Screenshot of a fractal heightmap from the fractal generator.
This fractal generator uses a seeded midpoint algorithm to generate the fractal terrain for my software engineering project.
Terrain block editor (C#):
Figure 4 Screenshot of my terrain block editor.
The terrain editor can take a block of land generated by the fractal terrain generator, manipulate its surfaces and add new surfaces.
It will also create land blocks from scratch. It uses linear interpolation with scattered points to define the surface heights.
Terrain block editor level of detail:
Figure 5 Terrain LOD example
This is an example of the level of detail available in the terrain editor. It will simplify surfaces on the fly, but will maintain the joining edges.
2004 RAD Project (TopoGraph Terrain Generator, C#)
In semester one of my fourth year studying software engineering, I developed software to generate terrain based on land feature data. I used Visual C# for this project.
It works by taking input information on the type of terrain and generates a set of heights. A delaunay triangulation is performed on this set, which is then used to render Bezier triangles to a bitmap. This would be used as a height map that is passed through some thermal and hydraulic erosion algorithms.
The finial result is then displayed using Managed DirectX.
Figure 6 TopoGraph Terrain Generator: (TopLeft) 3D result from delaunay triangulation, (TopRight) Result after erosion algorithms, (BottomLeft) Eroded result displaying water.
Figure 7 TopoGraph Terrain Generator : (TopLeft) Specifying land type definitions, (TopRight) Manually editing scattered data, (BottomLeft) Rendering Bezier triangles after delaunay triangulation, (BottomRight) Displaying contours after erosion iterations.