Patrick Martin

Game Programmer
B.S. Real-Time Interactive Simulation
Minor: Mathematics and Physics
Games Physics Graphics Other All

All Projects


Soft Body Physics
This is a soft body simulation using a representation of the pressure force to "inflate" the soft bodies. A primitive rigid body implementation is also included to better interact with the soft bodies.

Void
This is my senior year game for which I am the physics programmer. It shows off a practical implementation of my soft body simulation with respect to video games and real-time simulations.

Barcode Reader Using Image Processing Techniques
This is a 2D barcode parser utilizing image processing techniques.

Slushball
This is my Junior year game project. I worked primarily on networking, for which I wrote a cross platform UDP networking engine with features such as (optionally) reliable UDP, automatic server search using broadcasting, and (optionally) ordered packets

Colonel Aerial Eagle
This is my second Sophomore year game project. I worked on the objective system and AI as well as various C# tools for rapidly generating levels. Since I came to the team half-way through the project, much of my work included tying up various odds and ends.

2D Cloth Simulation
This is my final project for Phy300 from the semester immediately preceding my soft body simulation. Although not as impressive as the soft body simulation it implements Runge-Kutta 4, Verlet, and Euler integrators.

3D Raytracer
This is a 3D raytracer featuring effects such as soft shadowing and blurred transmission.

Mip-Mapping
This project is a software implementation of mip mapping.

Bump Mapping
This project is an implementation of bump mapping.

Networked Tank Game
This is the final project for Cs260 - Computer Networking I. It implements 4-player networking over UDP.

2D Physics Engine
This is a proof of concept physics engine I made during my sophomore year. I was inspired by trailers of the game Prey, and sought to make a dynamic gravity-based engine to work with. It was eventually integrated with my first sophomore year game, Biosteam, which was never completed when the team was forcibly split due to external pressure.

Gameboy Advance Game
This is a Gameboy Advance game written in C using the VisualHAM IDE.

Gameboy Color Game
This is a Gameboy Color game I wrote in z80 assembly for Cs315.

Biosteam
This is my first Sophomore year game project. I worked as the physics programmer until the team was split after our first semester working together.

Ayilios
This is my Freshman year game, my first project at DigiPen, and the first large project I wrote in C. I was responsible for the battle engine and various tools to aid in the generation of content.