Joan Ginard Mateo's Projects
A simple Candy Crush implementation using a 2D game engine architecture with C++ and SDL (MVC pattern).
C++ SDL AI Decisions: Finite State Machines and starting GOAP.
A simple hack and slash game using SDL and C++ with some design patterns and doxygen documentation.
My personal repository.
A mobile game store UI implementation scalable for multiple mobile devices resolutions done in one week.
C++ SDL AI Pathfinding: BFS, Dijkstra, GBFS and A* algorithms.
A basic slots machine game done in 5 days using Dependency Injection (Zenject), an Events System and wrote some Unit Tests. Pretty clean code architecture too.
Simple Asteroids-inspired game implementation using model-view-controller structure done in one weekend.
A Space Invaders remake using SDL and C++ done in one week.
C++ SDL AI Steering Behaviors: Seek, Flee, Arrive, Pursue, Evade, Wander, Path Following, Collision Avoidance and Combining them.
A 3D engine using C++ with OpenGL that tries to mimic Unity's functionalities.
Basic match 3 game implementation using model-view-controller structure done in one weekend.
Tic Tac Toe implementation using TDD and made all tests run on every new pull request using Unity Actions.
A tiny retro action RPG implementation made applying Software Design Patterns to serve as a guide of reusable solutions that can be applied to common problems.
A custom logger for Unity with custom categories and logs only available on Editor and Development Builds.
A typesafe, lightweight Unity message bus system that respects the Open-Closed principle.
A mini space game made applying all SOLID Principles to serve as a reference of good code architecture.
A Unity Editor tool that automatically optimizes selected UI game objects (including Prefabs) to save you time.
A Zork game in C++ using Unitary Testing with CppUnit.