I've recently been working as a freelancer at various game studios. I've really enjoyed the broad exposure to new game teams and new codebases. My areas of expertise:
4+ years Havok Physics experience, collision detection, character movement, ragdoll, IK; I've written my own physics simulator, as well
Shader programming, DirectX, terrain rendering, OGRE engine, Vision engine, skeletal animation, shadow mapping, occlusion culling
Smart third-person cameras; see 'Publications' below for my GDMag article on the subject
Experience with navmesh-based pathfinding at multiple studios
demo videoA quick montage of some of my solo projects:
Here's the takeaway of this whole post: For camera collision zoom, don't cast a ray. Don't cast a sphere. Cast the near face of the view frustum.
I’ve used Havok Physics at several game studios over the years and I thought I’d share some little-known but hopefully useful tips about this middleware.More blog posts coming soon!