Miguel Casillas

Halloween

Note: this is an old page. To visit the most recent version of the “Halloween” page, click here This was a solo project done on OpenGL. This was my first project done in a 3D environment and was done in less than a week. It used shaders for the red colouring and multi-texturing and it […]

Nothing is Sacred

Note: this is an old page. To visit the most recent version of the “Nothing is Sacred” page, click here Nothing is Sacred is a 2D platformer game done by Team MJA as a two month project for the Structures of Game Production class. The main character has been trapped inside an unforgiving video game […]

Revenge of Monkey

Note: this is an old page. To visit the most recent version of the “Revenge of Monkey” page, click here Revenge of Monkey is a 2D, horizontal shmup. The basic premise is that the colours from the world have been stolen, so the player must destroy the monsters that stole these colours in order to […]

Zombies

Note: this is an old page. To visit the most recent version of the “Zombies” page, click here This was one of the first game projects done by Miguel. As an optional project in the Windows Programming II class of Full Sail University, students were asked to do a game in C#. This is a […]

Speckt

Note: this is an old page. To visit the most recent version of the “Speckt” page, click here This was a game demo done in about 2 months by a team consisting of 8 programmers and 4 artists. The objective of this game was go get to the top of the creature. There would be […]

Distance between two points on a sphere

Intro: The main part of the project I’m currently working on is about traveling around little planets. For some calculations, we needed to know the distance between two objects standing on the planet, so, we had to do some research on how to find the spherical distance between two points. The “great-circle distance” formula required […]

Moving Sphere to Containing Sphere’s Edge

Our previous moving sphere to sphere function works for when the moving sphere starts outside the static sphere sphere, but for when the moving sphere is inside the static sphere, it automatically says there was a collision. In the case we have a smaller moving sphere starting inside a bigger static sphere and we want […]

Moving Sphere to Static Sphere

A moving sphere to a static sphere test is basically a slightly modified ray to sphere test. First, we expand the static sphere’s radius by the moving sphere’s radius. Then, we call our ray to sphere function, sending the normalized velocity vector as the ray’s direction. Then, we just need to check if the collision […]

Ray to Sphere (returning time)

In our previous ray to sphere test, we just checked if the ray collided with the sphere. Sometimes, however, we need to check the time value in which this collision happens. The test is similar, however, some things need to be added. The distance between a point ‘P’ on the very edge of the sphere […]

Sphere to Plane

This function will allow us to check if a sphere is colliding with a plane. Our half space test helped us see if a point was in front of a plane, on a plane or behind a plane, so, we can base ourselves on that one and, after editing it a little, transform it into […]

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