Projects
From DIT Experimental Gaming Group
Research projects
Grangegorman VR - using the crytek game engine on the new DIT campus
It is envisaged that within the next 10 years. the Dublin Institute of Technology (DIT), Ireland’s largest third level university, will move to a new campus in Grangegorman, located in the north inner City city of Dublin This site is currently being used as a hospital. It has 12 twelve listed buildings and is located in an densely populated urban community. This website describes how the Crytek 3D Game engine is being used to create a game MOD (modification) of the current hospital site, why how it will be used in the construction and public consultation process of the new campus and how the variety of design techniques can be used in the teaching process
Grangegorman VR [website ]
Serious Gordon
Serious Gordon is a serious games project developed between the DIT School of Computing, Learning Technology Team and School of Food Science & Environmental Health. Built on Valve's Source engine the game is set in an immersive 3D environment in which the player takes on the role of a kitchen porter on his first day at work. By completing a series of tasks the player is taught the basic aspects of food safety that are relevant to anyone working with food. The game was developed by two (extremely good) computer science students, Andrew Ritchie and Patrick Lindstrom, during the Summer of 2006.
The Serious Gordon [developer diary].
See the Serious Gordon page for more information.
Contamin8
Contamin8 is the follow on project of Serious Gordon again developed between the DIT School of Computing, Learning Technology Team and School of Food Science & Environmental Health. It was built with Playground, a free SDK from PlayFirst.com. It is a 2D game that highlights how contamination can occur in the food preperation industry. The game was developed by designer Paula McGloin MA, BDes. and a 4th year computer science student Brendan Fields from 19th June 2007 until 21 September 2007.
The Contamin8 [developer diary].
See the Contamin8 page for more information.
SGLL
SGLL projectX is a game being developed between the DIT School of Computing, Learning Technology Team and School of Languages for the Modern Languages in Primary Schools Initiative. The game is to be used to supplement class-work and consolidate what has already been learned-including reading, aural comprehension and written responses. The approach used in this project is to use a series of mini-games linked by a common theme. Each mini-game maps to the curriculum. Languages being used are: Italian, Spanish, German and French.
See SGLL for current status and concept art for this project.
- Download ProjectX Here...
VRML tourism masters thesis (1997)
This was the origional VRML research masters by hugh mcatamney. The models of O'Connell St and the National Gallery of Ireland were written in VRML 1.0 and then converted to VRML 2.0. They were embedded into a website which was then tested out on tourists in hotels, galleries and online. Youtube video footage and the interactive VRML models will be uploaded shortly. Below are screen grabs of the O'Connell St model and the National Gallery of Ireland Model
Student Projects
2008/2009
Third Year Team Software Physics Game
A physics based game was one of the choices for the third year Team Software Development module. Stickmen
Asteroids Projects
Third and fourth years students this year are making clones of the classic Atari shooter [Asteroids].
Asteroids
2000 & Drum
2007/2008
Using Ruby to Script Games
Comparing Ruby as a scripting language for a games engine entites, to pure C++.
By Barry O Sullivan DT228/4 2008
For more see Ruby.
Modelling Wind Turbine Electricity Generation using the Open Dynamics Engine
The purpose of this project is to try to measure, as accurately as possible, the amount of electricity several different wind turbine designs will produce within a virtual wind tunnel created using an open source physics engine called Open Dynamics Engine (ODE). Each of the various designs will be created using a 3D modelling tool called MilkShape 3D.
By Colm Sloan, DT2284 2008
For more information see WindTurbine.
Creating a new HUD Framework for FarCry
I am a fourth year student in the BSc Computer Science course (DT228). My final year project was to create a more user-friendly and interactive HUD for the Grangegorman virtual reality model. Other works include a 2D Doom Side-Scroller game, a MOD for the game FarCry and a mobile phone game. I am currently working on a MOD for the Crysis game.
By Brendan Fields DT228/4 2008
See Grangegorman HUD .
See Contamin8.
See Lights Out .
See [BrenMOD].
Download [MiniDoom].
Musically Controlled Facial Animation
I have also been working on a project titled "Musically Controlled Facial Animation". For this project the user selects a piece of music and plays it in my application. My application then extracts the emotional feel from this music in real time and remaps it to a facial animation. The application is written entirely in C# and I am considered porting it over to the XNA framework for use on the XBOX 360.
By Damian McGoohan DT228/4 2008
See MCFA
Free Radicals
My final year project is to create a game called "Free Radicals", based around the chemistry of the Ozone layer. The player controls a nanobot called "Dobson 1.0" who's sole purpose it to reduce the effects of ozone depletion, this is achieved by converting greenhouse gas molecules (CO2, H2O, N2O, CH4) into O3(Ozone), in doing so repairing the hole in the ozone layer. Weapons and a power source will be absorb through the breakdown of the greenhouse gases. It will be a race against time, with the "Dobson 1.0" having to produce enough O3 to stabilise the ozone layer. Free Radicals molecules(CFCs, NO, OH) will be constantly breaking down the Ozone molecules at a faster rate than the UV light they absorb so the Dobson 1.0 will need to destroy these before producing new ozone molecules.
By Mark Dunne DT228/4 2008
See Free Radicals for more information.
DIT Entry - Cube Invaders
The concept behind Cube Invaders was to combine the Rubik’s Cube with the classic Space Invaders arcade game. The theory behind the gameplay is to rotate the cube to change its color, when the color of the cube matches the color of the invading space creator the player wants to shoot; the ship’s missiles will be able to destroy the space creator. The player must progress through the game rotating the cube, destroying all the invaders, once all the invaders are dead the next level will be activated. There are only one to six levels, and like the classic version of the game, the player must gain a high score to beat the game. The game freezes as the cube is rotating, this allows the player time to rotate the cube to the right color they need to kill the invading space creators.
By Mark Dunne DT228/4 2008
See CubeInvaders for more information.
Implementation of an educational game using the Microsoft XNA Framework - Ron Taganoid Bay
The purpose of this project was to create a game with an educational theme. In this game, the player takes on the role of a litter warden, picking up litter on a beach.
See the Ron Taganoid Bay page for more information.
Squeejeweled - A Bejeweled Clone
In this project a mobile game was implemented using J2ME. The game is a clone of a 2D puzzle game called Bejeweled, by PopCap Games.
See the Squeejeweled page for more information.
Baztris
Mobile clone of Tetris. Baztris
Damoku
Damoku is a mobile phone edition of the recently popular puzzle that is Sudoku. It can be downloaded at http://www.comp.dit.ie/bduggan/downloads/games/damoku.zip. Creating the game was challenging, as the main objective was to see how small I could keep the finished game while keeping the game fun and exciting to play. The final size of the jad file was just 120 bytes. The game itself is fun to play and was designed so that new games could be updated to it on a daily basis over HTTP transfer. This is currently not implemented as part of my submission but the game was designed with this in mind so future work will consist of integrating this into the project. I will of course add it to the wiki as soon as I integrate it.
Brick + Pong = Brong
This is a hybrid arcade game of Brick and Pong. The player controls a the red paddle at the top of the screen and the AI controls the blue paddle at the bottom of the screen. The red ball can break red bricks only and the the blue ball, when the blue ball passes the blue paddle the red player scores a point, and vice versa. The player to take a lead of 3 points first wins.
By Mark Dunne DT228/4 2008
See the Brong page for more information.
Whack-a-Face
Whack-a-Face is a computerised version of the popular carnival game, Whack-a-Mole. More information can be found on it on the Whack-a-Face page.
Lights Out
A mobile phone game by Brendan Fields that is inspired by the 90's hit puzzle game of the same name. Lights Out .
Fly Fly Pew Pew
Fly Fly Pew Pew is a top down vertical scrolling flight based shooter. Set in a world where crime lords have ruined the world, driving people into hiding and constructing massive armies of defensive measures who're only reachable by air channels through long narrow trenches. The player controls an aircraft and must fly through various levels fending off enemies in order to reach and defeat their respective employers.
Crystal Caves Clone
This game is one level of a Crystal Caves clone. Crystal Caves was a 1991 game by Apogee.
Other projects
(2006) Using the Far Cry Game engine to design a golf course
As an experiment hugh mcatamney built a few holes based on an actual golf course that was in the planning stage. It was due to be developed in 2010. He built upon the same processes used in the grangegorman project
(2001) National Gallery of Ireland - VR - an interactive VRML walkthrough of the national gallery of ireland
This was a commercial project resulting from of the masters thesis of hugh mcatamney. He looked at the use of VRML and VR as a tool to promote tourism on the web. This project resulted in the complete national gallery of ireland being developed in VRML and HTML and was installed in the media room of the national gallery in kiosk mode. Everything was embedded into a web browser.
It also featured a directX gallery collection builder which allowed the gallery staff to plan future collections in 3D



