Excited to work with others in solving computing problems and developing ICT project management solutions. Eager to apply critical thinking skills and contribute towards the ICT industry. Looking forward to expanding my knowledge through experience in a growing industry.
This web page is a work-in-progress!
00:00
A classic, configurable sliding puzzle developed to be interacted with in virtual reality. Made in Unity as part of a work-in-progress collaborative project title.
The feature was implemented with VR interactivity first and foremost; the player must intuitively grab and drag sliding blocks into the vacant spot. This is accomplished via Unity's Rigidbody physics system to avoid redundant code and wasted time while also allowing for direct compatibility with the OpenXR system currently implemented, as it works by picking up Rigidbody objects.
The implementation focuses on being friendly to configure for non-programmers; the feature makes heavy use of Unity's Inspector feature, providing an accessible user interface within the editor to change any parameters.
The current implementation is flexible enough to allow designers and artists to assign their own images to the blocks, in what order the blocks may start in, the puzzle's grid size and the correct order of which an external "Win" function can also be assigned via the Inspector.
A demonstration program containing two variations of AI-controlled players versus the player (you!) in an enclosed environment lit up by a custom light rendering system.
You are tasked with controlling the white triangle to take the key item--the white orb--and leave into the red square, avoiding the guard triangles searching for you.
The colour of guard agents determines their current AI state:
One guard is controlled by a Finite State Machine instance, using the Dijkstra algorithm for path finding. Another guard is controlled by a Utility AI instance, using the A* algorithm and euclidean heuristic for path finding. This guard is signified by a pink dot on top of it, and has the tendency to use the bathroom when needs be, appearing green while doing so.
An arcade classic re-creation of Taito's 1986 Arkanoid.
Your goal is to destroy all breakable bricks for each level using your ball, advancing to the next level. You lose upon losing all balls below the paddle.
Each brick colour rewards a unique amount of points upon breaking and has a chance of dropping a random power-up (small, falling block). Silver bricks take two hits to destroy; gold bricks cannot be destroyed!
The colour of the power-up determines the power it grants your paddle: