Here you'll find a sampling of some of my personal projects.
Projects
Concentration
I wrote Concentration as part of a programming test for Smashing Ideas. It is an implementation of the classic memory game where you must match tiles that are flipped over. All images and sounds belong to Smashing Ideas.

Inversion
Throughout my senior year at Drexel University, I worked with six other students as Angry Face Studios to create the pervasive game Inversion as our senior design project. Despite making 'just a game', we won first place in the Computer Science senior design competition. This also meant we were to represent the C.S. department in the College of Engineering contest, where we came in at a close second.
- Inversion website
- Inversion Takes Second Place in Senior Design Group Competition
- Inversion Wins Top Honors in Outstanding Senior Project Competition
Shotless Shooter
- All ships have a limited amount of energy. Enemy ships are battleships, and can fire at the player at the cost of some energy.
- The player's ship is a stealth ship and cannot fire, but can 'teleport' and boost it's speed at the cost of energy. If the player is hit by enemy fire, then the ship looses energy.
- Once a ship looses all energy, the ship is 'destroyed' and dissappears from the screen.
- The point of the game is to last longer than all enemy battleships in order to be picked up by your army's battlestation.
- 'B' teleports to the center (energy depleted)
- 'X' teleports to a random location (energy depleted)
- The Right trigger causes the ship to move forward
- The Left trigger boosts the movement speed (energy depleted)
- Code: Tom Bennett, tom -at- thebonusround -dot- net
- Design: Tom Bennett
- Music (excluding sound effects): Seth Boltz
- Sound effects and models taken from the XNA Space War tutorial.
The Rat Cellar

The Rat Cellar is a pervasive game developed over the course of three weeks for an Experimental Game Design class I took at Drexel University. The game was built using Macromedia Flash. I was the lead programmer, and a fellow classmate did all of the art assets.
DreamWiiver

This is a game developed over the course of two weeks for an Experimental Game Design class I took at Drexel University. The game was built using Torque Game Builder. I was the sole programmer, and a fellow classmate did all of the art assets. The purpose of the game is to move objects in the environment to help create a path for the stick figure walking across the plane. We originally intended to have this work with the Wii-mote, but time constraints prevented us from fully testing that feature. Additionally casualties of the short dev time are: gui, scale physics (second level).
3D Rendering Engine

For my Computer Graphics class, I developed a minimalist 3d pipeline that would take a file containing point vectors and output an image as an XPM file. Back-face culling is used to decrease the number of vectors drawn. Here’s the source code. I plan on uploading some screenshots and XPM samples at some point, and will likely return to the project to clean it up.
Soft Bodied physics in Torque Game Engine
Here are two videos demonstrating the soft bodied physics system I implemented into the Torque Game Engine while working at Moberg Research.
