This real-time water demo was created in XNA by a team of students as an independent study. The demo blends deep-ocean Gerstner waves and close-to-shore ripple waves together to create a compelling and realistic environment.
It also features refraction through the water, projectively textured foam based on terrain height and reflections of both the sky and the islands. One of the most impressive parts of this demo is that the water simulation runs entirely on the GPU through shaders - the only input to the GPU is a heightmap!
Download the water demo here. Note that it requires XNA Game Studio Express 1.0 Refresh, and an NVIDIA GeForce 7 series or higher video card to run properly.
Check out a video of the XNA Water Demo in action below, and another by clicking the "Read More" link:
Aliens is a game that was created by the MS in Game Design & Development crew, as well as a few rockstar undergraduates. It was developed simultaneously in C++/DirectX and C# XNA (both PC and XBOX 360 versions). You can download and install the XNA versions here:
Windows | Xbox 360
Note: These require XNA Game Studio Express 1.0 Refresh (and a Creator's Club account for the Xbox version).
This game was used as a demo of RIT's programs at the Microsoft GameFest 2007 Keynote given by Chris Satchell, GM of Microsoft Game Development Group / XNA. What more needs to be said? You can abduct cows, terrorize the populace, and destroy everything you see... all while fulfilling the missions of your alien overlords and avoiding detection of the radar systems. Download and play today!
Check out a video of Aliens in action below, and another by clicking the "Read More" link:
"Wings of Megaira" was a student-built game funded by the Information Technology Department. The students that worked on the project were: Alex Cutting, Eli Tayrien, Andrew Lorino and Michael P. Clark (aka "art kid"). They spent a summer in the Entertainment Technology lab laying out the game with Professor Phelps and David Parks (who was at that time the graphics tutor). An excellent piece of work, and a fun summer.
The game has several interesting features, including reflective and refractive water modes, special time-based weapon effects, a custom light-mapping engine, a silky smooth quaternion based camera system, and excellent low-poly / low-textured props and landscapes. In addition to building all of this, they built the four level editors needed to piece together future updates to the game!
DOWNLOAD SPECIAL:
You can download the game here. [ 30M Download ]
Please note you must have DirectX 9.0c to run the game - the consumer redist is available at Microsoft's DirectX Download Page.
A scrolling shooter that Dave Parks made based off part of the MUPPETS core (several revisions back now, heh). Suprisingly playable, this was a big hit when it was a booth toy at SIGGRAPH 2002.
Note the use of L-System explosions.
Clockwork was a strange little game that started as an independent study into Maya character animation import/export with DirectX. It grew into a unique little strategy game of collection and combat.
To the right is a shot of the Clockwork gameboard in action. Each of the little figures had a fully capable walk cycle, attack animations, etc, all faithfully recreated from Alias|Wavefront Maya data.
A finished game from what a bunch of students started in the 2D gaming class, and then also incorporated elements from the Computer Science Graphics II course, as well as Jessica Bayliss' Game AI course, and Joe Giegel's Character Animation course. A huge project, but man it is fun to play!
The top right picture shows Mega Monkey Mayhem in action! This is the "jungle level" - heave the exploding coconuts at your opponent before they nail you! Especially important is judicious use of the mysterious 'homing coconut': nail the monkey around corners!
The bottom right picture is the tile editor for Mega Monkey Mayhem. This is how each level of the game was constructed from the component graphics.
The "M3" team is:
* Jason Winnebeck - Team Leader, Programmer
* Jon Hilliker - Programming
* Peter Mowry - Programming and Level Editor
* Geoff Goodwin - GUI frontend
This is the "doom style" clone that Tom Hap built in 3D graphics class. The thing that was unique about this was seamless transition from indoor to outdoor environments, and 2 different culling / clipping methodologies.
To the right is another shot of the Doom-clone, but facing outdoors, showing off the transition from indoor to outdoor.
Created by the Deadly Viper Gaming Squad, this class project features Quake style levels with a twist: the entire battle plays out at our very own RIT! The snow and bricks of RIT have come alive, and they are not only evil, they are intent upon your destruction. In jokes and humorous scenes abound in this BrickCity themed shooter.
On the right is another shot of the "Night of the Living Brick" Game, this is our hero getting pummeled in the Infinity Quad. As the character battles her way towards the administration building she is confronted by a boss - The Sentinel!
Created by one of the teams from Software Engineering, Shrapnel uses DirectX/Direct3D and is written entirely in C#. The game features network play, and multiple weapon and gear choices on a per-tank basis. The engine makes use of existing physics libraries to provide effects such as gravity, collisions, and thrust (which is particularly important in a hovertank).
A screenshot of the Shrapnel game on the right, this tank has the flamethrower selected and is liberally spraying the enemy.
This was a totally cracked game in which 2 players drove around and created spheres that linked up their controlled territory. Of course, it eventually degenerated into blasting the other teams spheres into tiny little bits. And their buggy. Yeah. Strategy is better with weapons, or something to that effect. Very fun.
A screenshot of Spheremageddon in action! Note the split screen action and the weaponry.
While seemingly a simple game, these guys about killed each other developing a well timed racer. It seems that the subtle nature of control is everything - and this team went there and back again. Kudos.
The top right pictures is Toob Racer in action. The little 'half-moon' icon in the middle is the flasher you get that tells you what is coming up down the path.
The bottom right is the ending of Toob Racer, complete with fireworks.
This is from a game called Skyfox, and this is the big nasty boss that knocks you out of the sky with its claws.
Clearly, someone other than Professor Phelps is at the controls, because the boss is dying! It should also be mentioned that this game supported joysticks and in particular X-Box style controllers.
Another shot of the Megaira Engine, showing off bullets, water, and the typical game play environment. Note the pre-lit shadows that are computed by the lightmapping engine.
More eye candy from Megaira. Cool refractive water and tropical feel.
Even more Wings of Megaira, a beauty shot skimming over an island that Mike Clark (the art guy) spent too much time on... he's such a perfectionist! But we have to admit, it is pretty.
This is the transition area in Wings of Megaira from the outlying ocean islands into the harbor. We are a big fan of Mike Clark's landscapes!
The Mini-Boss of Megaira, this guy is just plain hard. He likes to spray the whole screen with bullets then blast you with his plasma-ray.
A final shot of Wings of Megaira, this is a random point in the level selected because it shows off colored, shadow-casting lightmapping. We bake the shadows overtop of the base textures and get a really nice blend going - had to render the lightmaps at differing resolutions based on object size and distance to the viewer. Fun stuff.
Well OK, just one more. Can't skip out on the shot of the big giant laser beam. Man is this thing fun as it snaps around and locks on different enemies. Underneath, its all custom spring physics and a lot of math. But boy, isn't it pretty!
Yes, its not quite done in the way it links up with the ship. Details.
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