A very simple platformer I wrote in C++ with SDL2. The goal of the game is relatively simple: you need to collect all 14 gems while dodging spikes and enemies. To see the full code, check out the link below.
Github Page
Another very simple game, this time a raycasting game I wrote in C++ with FreeGLUT. The goal of this one is to grab the key that spawns next to you, then open one of the yellow doors. Watch out for the enemy that guards the red door you need to go to in order to win. To see the full code, check out the link below.
Github Page
A Tetris clone I wrote in C++ with raylib. To see the full code check out the link below
A Chip8 emulator I made with C and SDL2. Above is a picture of Breakout running on the emulator I wrote. To see the full code, check out the link below.
Github Page
Demo showing 2 Rect Objects using the Physics.
Rendering Functions
void drawTriangle(bTriangle triangle);
void drawTriangles(bTriangle *triangles, int size);
void drawRect(bRect rect);
void drawRects(bRect *rects, int size);
void drawPoint(bPoint point);
void drawPoints(bPoint *points, int size);
void drawLine(bLine line);
void drawLines(bLine *lines, int size);
void drawImage(bImage image);
void drawImages(bImage *images, int size);
Physic Functions
// Collisions
typedef enum
{
NO_COLLISION,
COLLISION_TOP,
COLLISION_BOTTOM,
COLLISION_LEFT,
COLLISION_RIGHT
} CollisionSide;
CollisionSide checkCollision(const bRect *rect1, const bRect *rect2);
void calculateDeltaTime(float *dt);
// Movement
void Move(int *x, int *y, int speedX, int speedY, float dt);
void jump(bRect *rect, float *gravity, int *jumpTimer, int maxTimer, int jumpSpeed, bool *isJumping, float deltaTime);
The code demonstrates most of its capabilities. It was written in C using GLFW and GLEW to be compatible with both C and C++. To see the full code, check out the link below.
Github PageThank you for checking out my website, where you can find some of my favorite projects.