Projects
You can explore a selection of my projects here, with additional ones available on my GitHub account.
- Absence
- Operation: Gral
- Havoc's Wolf3D Editor
- Havoc 3D
- Dangerous Adventure in Space
- Escape Made Easy (E.M.E.)
- Havoc's Screen Saver
- Portals
Absence
Absence is a game I began developing in 2006 and released in 2008 with help from some fellow Wolfenstein 3D fans. Built on the SDL source port of Spear of Destiny, it introduces a new and dark sci-fi storyline, along with features that had never been seen before in a Wolfenstein 3D mod at the time, such as an experience system for upgrading your character.
Download (Version 1.3 - SDL Version) [1.45 MB]
Operation: Gral
Operation: Gral, a game that my friend Marcus S. and I developed, was released in 2018. I handled the coding, contributed some suggestions, and I think I might have created a few graphics - though I'm not entirely sure anymore. Built on the SDL source port of Spear of Destiny, the mod features all-new levels, enhanced gameplay mechanics, a mix of custom and curated artwork, sounds, and music, offering a completely fresh Wolfenstein 3D experience.
Download (Version 1.0 - SDL Version) [1.77 MB]
Havoc's Wolf3D Editor
I began working on this map editor on September 12, 2009, as a replacement for the old MapEdit. While MapEdit is an easy-to-use map editor for Wolfenstein 3D, it can only run on newer Windows operating systems through DOSBox. To address this limitation, I decided to create a Windows-based Wolfenstein 3D map editor that retains the simplicity of MapEdit, while incorporating the advanced features of modern all-in-one Wolfenstein 3D editors like ChaosEdit or WDC. The editor was developed using Borland C++ Builder 6.
Download (Version 0.3.14) [0.95 MB]
Havoc 3D
I started working on this ray casting engine in September 2011, using C++98 with SDL 1.2. I worked on it sporadically until March 2012, when I discontinued the project due to performance issues. In October 2024, while searching through one of my old hard drives for a project, I came across the March 2012 build of the engine and, after playing it for a few minutes, decided I didn't want that effort to go to waste. I upgraded the codebase to C++17 and SDL 2.0 and was able to resolve the performance issues to a satisfactory level. The released demo includes two maps, and while I don't currently plan to develop it into a full game, that could change in the future.
Main Menu
First Room
Map Editor
Download (Version 0.3.1) [2.45 MB]
Dangerous Adventure in Space
This side-scrolling run-and-gun game was initially developed for the Ludum Dare competition #27, centered around the theme "10 Seconds." Although I wasn't able to complete the game within the competition's timeframe, I believed it had enough potential to be finished. As a result, I continued its development, and released a beatable version.
Below are two screenshots of the game: the first depicts the final version, while the second showcases the original Ludum Dare iteration.
Final Version
Ludum Dare Version
Download (Version 0.1.4) [2.01 MB]
Escape Made Easy (E.M.E.)
This roguelike game began development in 2012 using C++98 (yes, I still used C++98 until 2013) and SDL 1.2. By the time the game was 90% complete and already beatable, I encountered a few serious bugs that I couldn't fix, which led me to stop working on it and eventually forget about it. Recently, I developed a dynamic music system for my Doom-style game engine, 'Portals'. To showcase this feature, I decided to revisit and complete the roguelike game. I succeeded in fixing the bugs and integrated the first iteration of the dynamic music system. Additionally, I updated the code to use C++17 (mostly - the code still uses raw pointers and even function pointers) and SDL 2.0. I might continue working on this game in the future and add a few more features to it.
Main Menu
E.M.E.
Download (Version 0.2) [0.99 MB]
Havoc's Screen Saver
A screen saver for Windows using C++17 and SDL 2.0 developed primarily to explore the complexities of creating one. The screen saver functions by randomly drawing pixels on the screen, with their colors changing over time.
Made with SDL
Download (Version 0.2) [1.91 MB]
Portals (Work in Progress)
Portals (Working Title) is a Doom-Style game engine currently under development using C++17 and SDL 2.0. You can see the game engine in action on my YouTube account.
Below are a few screenshots showcasing the engine's development stages.
Initial Stage
Single-Colored Walls
Textured Walls
Textured Floors & Ceilings
First Iteration of Lighting
First Version of the Portals Editor
Multiple Sectors
Skybox
Slopes
Room Over Room
(Animated) Sprites & Decals
Particle System
HUD & Font System
Conversation System