Josh Stewart Software
Developer (Perth, Australia)
This page is a static
collection of information and links about me, my software, work, projects, uni
etc.
My Google profile contains links to more dynamic content - http://www.google.com/profiles/aek.muldoon
I reside in Perth, Australia.
I work fulltime as a software engineer for Immersive Technologies.
My ideal job is developing
software with the latest technologies / methodologies in a company that
encourages innovation and learning and rewards staff based on their
performance. There should be an espresso machine, relaxed dress code and quite
areas where I will not be disturbed by every fool that walks past my desk. The
rest of the staff will be energetic and creative and not cynical and jaded. My
current job meets those things at the moment.
Free time is scarce, but it’s
spent with my partner Rebecca, my baby girl Amelia, work, indie development
with Gnomic Studios, playing games
and spending time with friends.
Work
Resume - http://aek.bur.st/Josh_Stewart_Resume_Software_Developer.pdf
ICT WA Career Profile - http://www.ictwa.org.au/products/cp_ICT_joshua_stewart
Currently working as a Senior Software Engineer at Immersive
Technologies
Commercial software development with the world leader in mining simulation software
·
Project
lead for Meekatharra and Onslow projects, leading teams of up to 12 software
developers and testers
·
Software
development in all areas of the codebase, including dynamics, 3D graphics, GUI,
database and supporting tools and systems including JIRA
·
Responsibility
for software support requests from the customer support team
·
Training:
In-house leadership training, (AIM) New Supervisor Course, (AIM) Interpersonal
Relationships Course, (AIM) Leadership Development Program
Formerly working as an Experienced Software Engineer at Raytheon Australia
· Software Supporting Replacement Combat System software
·
Primary
developer for 15 month project, C, embedded systems, NTDS, Compact Flash
storage systems, VxWorks, Linux, VME.
·
Software
& Systems engineering full life cycle development experience (built a
product right through from concept to delivery which is now used on the
submarine).
·
Legacy
combat system integration and development.
·
CEED
Program Mentor - mentor for research students from UWA, ECU and Curtin who were
sponsored by the company.
·
Worked
on the Hardware Infrastructure Prototype displays (X / ADA / Solaris), Shore
facilities training displays (Java / Ada)
Uni
Here is a collection
of my favourite and interesting uni assignments.
Postgraduate Diploma in Games Technology
Murdoch University
AStar
Team Portfolio - http://astar.bur.st/
Shinobyl
is a unique
Research Papers - http://aek.bur.st/research
papers/
Shinobyl
- http://astar.bur.st/project-shinobyl.html
Shinobyl is a unique game designed to mix classic gaming from
the likes of Shinobi (arcade) and Dark Castle on Mac, using the latest graphics
and physics technology to create a Dynamic Platform Adventure game.
Duration: This
project was developed by 2 people over 13 weeks part time.
It was developed collaboratively over internet using OO/C++
in Microsoft Visual Studio 2005 and SVN.
The goals of this project were to create a game using a 3rd
party game engine. We decided that this meant hooking our favourite core APIs
together into a functional game development platform. We selected and
integrated the following technologies:
·
Ogre3D
- rendering engine
·
ODE
- with FlatLand 2D physics library wrapper
·
FMOD
- sound system
The game features a 3d rendered orthogonal view with 3D
graphics but 2D constrained physics. This allowed us to create a dynamic
platform adventure game, but also include features normally seen in 3D games
such as character lighting / self shadows, particle systems and shaders.
The 2D physics system is an extension of FlatLand which
wraps ODE. It has allowed for the development of interesting 2D physics objects
including:
·
Static smooth rolling terrain and
walls.
·
Dynamic bullets and shurikens all
moving realistically allowing for game dynamics such as shooting enemy
projectiles mid-air with your ninja shuriken
·
Dynamic balls, boxes provide cover
that can move or be grabbed and thrown.
·
Realistic rope physics (used to
build bridges)
·
Motors / pistons / wheels / joints
The game featured the following
features
·
Polished player movement and
interaction (highest priority)
·
Actor skill management, including
power ups
·
Stat increases that affect the
actors movement and skill at various tasks (double jump/dash/attack
speed/damage/run speed) (including player)
·
Difficulty levels for foes. Foes
pick up powerups
·
SFX triggered on collision
·
Unique music track
·
Constrained custom orthogonal camera
·
Scripted levels
·
Unique non-linear dynamic platform
gameplay. Actors can change the "landscape of play" with whole
platforms collapsing under force.
Library
Simulation - http://aek.bur.st/Library_Simulation/
Complex simulation of physics and AI behaviours inside a
library environment.
Duration:
This project was developed by 3 people over 13 weeks part time.
The task was to develop a 3D simulation of the library
environment, without using 3rd party AI or Physics libraries.
The project was developed in OO C++ with OpenGL and GLUT. It was developed
collaboratively over internet using OO/C++ with OpenGL in Microsoft Visual Studio
2003
The
project features
·
NPC Emotions and Behaviour control
with Affordance system
·
NPC A* path finding / navigation
·
Complex realistic physics, including
rotational motion
·
Level scene loading
·
80+ physics objects simulated with
realistic physics
·
Player interaction with the NPCs
through communication menu
·
Player avatar real physical object
with acceleration etc
·
OO engine design
Rebel
Conflict - http://aek.bur.st/Rebel_Conflict/
3D God / RTS Game and Engine developed.
Duration: This
project was developed by 4 people over 13 weeks part time.
The task was to develop a 3D game engine and use the engine
to create a game. The engine was built from scratch using nothing but OpenGL,
Win32 and C++. The engine and game had to be developed in a way that they were
seperated, providing a clear distinction between engine and game.
The engine included the following
features
·
Shaded Water
·
FMOD based Sound Manager
·
Foliage generation using alpha masks
·
Geomipmapping Terrain
·
LUA scripted AI
·
Detailed multi-textured terrain
& Terrain texture splatting
·
Quadtree Scene Manager with support
for managed Vertex Buffers that are loaded/unloaded as the camera moves
·
Mesh Factory
·
Texture Manager
·
API independent OO engine design
·
Maths library
·
Event management
The game featured the following
features
·
LUA scripted startup and
configuration
·
Audio tutorial
·
3D positioned sound effects /
ambient sounds
·
Camera with constraints &
physics
·
Picking
·
In-game Level Editor
·
Unique gameplay mechanics
·
Dynamic overlays and menu system
It was developed collaboratively over internet using OO/C++
with OpenGL in Microsoft Visual Studio 2003
3D Game Engine (ICT507
Games Design & Programming)
I constructed
a basic 3D game engine, with features including...
·
XML driven level data (objects, lights, items)
·
Frustum Culling
·
Height-mapped Terrain
·
OBB collision detection
·
Timer driven animation
·
Milkshape3D model loader supporting collision meshes
·
2D Text console system.
It
was developed using OO/C++ with OpenGL in Microsoft Visual Studio .NET
Ball Physics Demo (ICT215
Computer Graphics Principles and Programming)
I
constructed a 3D graphics application, which demonstrates ball collision
detection and response in 3D space using physics modelling. It includes
animation, user interactivity, and behaviour modelling. It was developed using
the cross-platform GLUT library using C and OpenGL in Microsoft Visual Studio
.NET.
Bachelor Science - Computer Science
Edith Cowan University
Goldrush – http://aek.bur.st/goldrush/
My final year undergraduate
project was developed using C++
/ OO / DirectX. I was Team Lead of the 4 person team who had to develop a game
for the Scitech Discovery Centre. It took 4 months part time development to
complete.
Robotics - http://aek.bur.st/UMI_RTX/
UMI RTX (robotic arm) Win32 controller software
3DSMax – http://www.youtube.com/user/AekMuldoon#p/u/6/regcVK9PBFA
Project
for Computer Graphics Methods unit, created by Josh Stewart, John Barker and
Chris Marie. I did the green alien ship model and the turrets and opening scene
animations (warp in, turret popup, drop ship, fly out, fly by)
Scarbble (scrabble
game) - (C++ /
OO / Allegro) - http://www.bur.st/~aek/aek/
Ant Colony
Optimisation vs Genetic Algorithms - http://www.bur.st/~aek/aek/ai/
Wang (vector drawing application) - http://www.bur.st/~aek/aek/wang/
Vector
Graphics / Drawing algorithm implementations - http://www.bur.st/~aek/aek/wang/example%20code/