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Ludibrium Game Engine:

The Ludibrium Game Engine is one of the largest code bases I have written. It is a dual API renderer that supports DirectX9 and OpenGL. It is completely API agnostic in terms of usability and supported features. The engine includes skeletal animated characters, bsp levels, terrain, particle systems, spatial subdivision, frustum culling and a fully implemented and tested math library which includes quaternions, vectors, bouding volumes, and intersection tests.

Ludibrium Game Engine has also been used for quite a few demos such as physically simulated cloth and a simple fps-style shooter.

For this 3D game engine utilizing DirectX9 and OpenGL I did the following:
  • Utilizes a uniform way of rendering regardless of underlying API
  • Loads BSP: lightmaps, diffuse texture, ray casting, PVS
  • Renders large scale terrains using a patch based lod approach
  • In-engine terrain editor: variable sized brushes, terrain splatting, quadtree subdivision
  • Features: ARB shader language, HLSL, Particle Manager, 3DS Loader, LDM (custom mesh format), skeletal animation
  • Implemented and tested a math library which includes vectors, quaternions, matrices, bounding volumes, and intersection tests
A BSP level running in the engine. An FPS demo which utilizes Ludibrium. Bumpmapped animated character from the engine. Physically simulated cloth drapping over an invisible ball. Another view of the simulated cloth.

Website © Nader Akoury 2005–2007.

Last modified December 23, 2006