Josh Stewart’s Geek Page

This page will be a static collection of crap about me, my software, work,
projects, uni etc.
My Google profile contains links to dynamic content - http://www.google.com/profiles/aek.muldoon
I reside in Perth, Australia. Work fulltime as a software engineer at 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 (in no particular order): My partner Rebecca, my baby girl Amelia, work, 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
Formerly working as an Experienced Software Engineer at Raytheon Australia
Supporting Replacement Combat System software
Primary developer for 15 month project, C,
embedded systems, NTDS, CompactFlash storage systems, VxWorks, Linux, VME.
Software & Systems engineering full life cycle development.
Legacy combat system integration and development.
CEED - R&D mentor for research students
sponsored by the company in WA.
Developed CEED CD as six sigma project.. here is a cut down version suitable to
demonstate my web design
Other Stuff - Worked on the Hardware Infastructure Prototype displays (X / ADA / Solaris), Shore facilities training displays (Java / Ada)
Uni
Here is a collection of my favourite and interesting uni assignments.
Postgrad Diploma - Games Technology
AStar (Team Portfolio) http://astar.bur.st/
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 3 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 favorite 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
Bulets and Shurikens all moving realistically allowing for game dynamics such
as shooting enemet 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
·
Contstrained
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.
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
It
was developed collaboratively over internet using OO/C++ with OpenGL in
Microsoft Visual Studio 2003
Rebel Conflict - http://aek.bur.st/Rebel_Conflict/
3D
God / RTS Game and Engine developed.
Duration:
This project
was developed by 3 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
World Demo - http://aek.bur.st/world_demo/
ICT507 Games Design & Programming
Ball Demo - http://aek.bur.st/ball_demo/
OpenGL / C programming project with behaviour modelling for Computer Graphics Principles and Programming unit (ICT215)
BSc Computer Science - ECU
Goldrush (final year undergrad project) - (C++ / OO / DirectX / Team Lead) Lead team of 3 people to develop a game for the Scitech Discovery Centre. It took 4 months part time coding + making art to complete (with some time before hand for project planning).
Robotics - UMI RTX Win32 Controller software - http://aek.bur.st/UMI_RTX/
3dsmax - Project for Computer Graphics Methods unit, created by Josh Stewart, John Barker and Chris Marie. We had to miss Adam Freeland for this! I did the green alien ship model and the turrents and opening scene animations (warp in, turrent popup, drop ship, fly out, fly by) - http://www.youtube.com/user/AekMuldoon#p/u/6/regcVK9PBFA
Scarbble - (C++ / OO / Allegro) - http://www.bur.st/~aek/aek/
ACO + GA - http://www.bur.st/~aek/aek/ai/
Wang (Vector Drawing Application) - http://www.bur.st/~aek/aek/wang/
Vector Graphics / Drawing algorithms - http://www.bur.st/~aek/aek/wang/example%20code/