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Example work
Trucking System
The trucking system was developed as a personalized
system for a New England based transport company to run their business off of.
To see a demonstration of this system go
here. The login for administrative access is "admin"
with the password "admin". For customer login "customer",
password "customer", and for driver login "driver",
password "driver".
This system features the following:
- BOL based setup, everything is tracked through a BOL(bill of
lading), including pickup and delivery locations, customer reference
and PO numbers, inventory list with weights/serial numbers, customer
instructions, and more
- Fully web-based, with a strict user authentification system.
- Customer/Driver login that restricts them from seeing certain
things and modifying anything
- Can support multiple branches
- Stores status events for each bill, such as if a bill was Attempted,
Picked up, Delivered, and Cancelled
- A full featured invoicing system, with reports generation
- An advanced bill rating system, for companys who have very specific
charge amounts for very specific bills, for example if you have
a single cost for a delivery at 20 miles with a weight of 200
pounds
- Truck logs and manifest printouts
- Inventory tracking
- Able to track driver and truck numbers with each bill
- A day by day page that allows you to update multiple bills at
once
- Search capabilities, allows for a broad array of search choices/grouping
and display
- and a lot more that can be listed....
Midnight Manhattan
Midnight Manhattan is a game development project I worked as lead coder on.
This is merely an alpha version of the game that was for internal usage. I have been given
permission to show this copy of the game from BlueprintGames. This the basic
implementation of game code with Nebula 2's engine in the backend.
This state of the project, while it
doesnt show off much to a regular user holds full entity management systems, GUI integration(graphical
user interface), input servers and more. This game was to be very similar to a GTA style of game, except in our version we would have a very large scale gang system that would make you feel like you belonged to a part of the game.
Click here to download the demo version 0.9 Alpha of Midnight Manhattan.
Pathfinding Algorithm
This is a personal project I did on my own. This was done merely
to find out if there was a better way to implement the A*
pathfinding algorithm. For the most part it is exactally the
same as the A* in terms of using the formula F = G + H for every
step the bot takes in the 3-dimensional world. BUT, my version of
the A* algorithm does not store every prior step it has taken. All
the prior path data adds alot of overhead, especially in high end
games where you may have 10+ bots running at once.
Using my algorithm, it reduces the total memory overhead, requires
the same calculation of the A* per update, and you can still have
the bot learn paths and go back over them.
Click here to download a small
example of this algorithm in use on Irrlichts
3D Engine.
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