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Team: 6 programmers.
Project period: 2022, for roughly half a year.
My role: Engine/Gameplay Programmer.
My contribution:
  • Input system & engine API
  • Debug Camera
  • Triggerboxes setup in trenchbroom
  • Conditional triggers setup in trenchbroom
  • trenchbroom recreation of Sponza for graphics and overall testing purposes
  • Character controller
  • Setting up level gameplay

The Project


We had to make an engine for a FPS game and make a simple example game with it. It works for both PlayStation 5 and PC. We used trench broom as a level editor, PS5's own implementation for Input and Windows systems for the PC input. We used DirectX for windows graphics and PlayStation existing libraries for the PS5 graphics.

My contributions


For the engine I did most my work on the Input. I had some issues with the way windows handles input and in hindsight should have used a library for the Input instead (Assumed at the time we were not allowed to for learning purposes). The controller was the main attention of the second half of the time we had for the engine project. It can handle moving up slopes and sliding down them, moving up stairs and all the other generic things you expect like jumping. The main difficulty here was some of the math (at the time) and the physics engine being of a subpar implementation because of issues with the library we couldn’t fully figure out. some of the videos are showing an slightly outdated version. Will update soon. I am not 100% sure at the time of writing what I can legaly show of the PS5 Devkit so depending on what I get told I might add some of that content to the page.