Projects

2022

Hex Voronoi

After spending a while wandering the internet in search of something new to learn, I found something I somehow missed: the language, Haxe, and the game framework, Heaps. This was the result of my learning.

2021

My Website: aas.sh

This website is more than just a landing page for people looking to contact me, it's a trophy cabinet for all of my digital achievements, it's a canvas for thinking out loud and a place for me to tinker.

2020

HexagonalHS

I've been playing around with Haskell for quite a while and I wanted to have a play around with a purely-functional graphics pipeline.

4D Geometry Viewer

Developing a game that uses the fourth dimension is rarely discussed, if discussed at all. I created an interactive visualisation of 4D geometry to learn how to apply 3D rendering concepts to higher dimensions.

Hogs of War: Level Editor

A cross-platform tool that allows for the visualisation and manipulation of Hogs of War map files.

Thesis

The path to the right decision: An investigation into using heuristic pathfinding algorithms for decision making in game AI.

2019

Street Fighter Clone

A university assignment where the goal was to study and recreate Street Fighter's mechanics in our own clone of the game.

Space

While I have some webdev experience from my static blog, I've never ventured further. I made Space so that I could learn more about things such as databases, servers and RESTful APIs to open up more opportunities.

Relocate Engine

Relocate is a physics is an experiment with Box2D physics, Lua scripting, ImGui debugging and the SFML framework, and has been used as a starting point for a few of my other C++ projects.

HSRogue: A roguelike in Haskell

My first attempt at game development in the functional language, Haskell, as well as a description of the challenges I had to overcome to get things working.

2018

Vect

Made during Summer 2018 as a part of an enterprise scheme to test not only our programming skills but our teamwork.

2017

Deus Vult

This project was more of an exploration than anything else. I wanted to make an engine which could have its data serialised and manipulated with scripts rather than hard code.

Redux For Games

Alacrity was really successful, but I didn't like the fact that it wasn't cross platform. To test myself even further I wanted to try porting it to OpenGL.

Alacrity

Alacrity is a tile-based puzzle game where you have to collect pickups before time expires. We won an award for this game and got the opportunity to showcase our game next to Sumo Digital's 'Snake Pass'.