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1994-1998 |
Full time work, writing strategy simulation games for Edcom Ltd. The games run under Windows 95, and were written in 'C' and 'C++' using DirectX technologies. In addition to the games, it was my task to create any tools that may be needed, and to isolate slow code, and optimize it. I also wrote the majority of our library code, including routines for network support, font handling and sound. My most successful title to date was Grand Prix Manager 2, which has amassed sales of over 200,000 units.
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Powerhouse
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This was my least involving project. I wrote the multimedia libraries for
sound (basic WAV and MIDI code, working through MCI), FLI animation playback and image
loading, as well as integrating the Smacker®
library.
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Grand Prix Manager
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My first full-on lead project, designig and implmenting the bulk of the code (including
an interface library), and
outsourcing modular tasks to other programmers. I also liased with the
artists to produce the required graphics for the product.
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Grand Prix Manager 2
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An upgrade (and overhaul) of the original GPM game. I optimised much
of the render code, in additional to implementing a slew of features,
including network and modem games.
After release, an upgrade was written solely for Win95 machines (the original
version also supported Windows 3.1) utilising DirectX network code. This upgrade
consisting of porting the code to a 32 bit OS and writing a backwardly
compatible network code library (which was later incorporated into Fields
of Fire).
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Fields of Fire
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Another project where I took an R&D role, providing library code and
technical support for the 32 bit OS and the new 16 bit colour graphic
routines. I also wrote new libraries for sound, animations, fonts and
created internal tools for the game.
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