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Quinn McDonnell - Systems Designer
Using a GLSL extension in Visual Studio Community 2022, I was able to program a lighting system. While the 3D objects, texture, and mathematic like Dot Product and Mat4 functions were given to my by my teacher, I was the one who created the both the lit and unlit vertex and fragment shaders and did the implementation and mathematics for the Bill-Phong style lighting system. With UI elements created using im:Gui to manipulate said lighting system.
Lighting in C++

Defered Shading
Using GLSL, IM::GUI, and C++ I was able to create a deferred shading system that shows you all the different aspects that are accounted for such as the world position, model albedo, depth, and normals. Also the all the lights can take advantage of this as they are randomly generated
Maze Generation
Using skills learned in class I was able to create the algorithm required to get a maze generation in Visual Studio using C++. The style is Depth First Search style of maze generation as it looks for places not visited and when there are no more visitable places it will backtrack till it finds a place to go to.
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