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Project Engineering

Location:
New Zealand
Posted:
November 02, 2012

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Resume:

Bruce Trigg

** ******* ****

Phone: (**) ******3

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.



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