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A NES homebrew project written in pure 6502 Assembly. NESlides is an interactive “presentation” where you can move between slides and shoot every tile off the screen. Includes a companion editor: NESlidesEditor .

  • Updated Oct 27, 2025
  • Assembly

A collection of Programming 3 lab projects from the third semester at Howest DAE (2023). Focused on modern C++ practices, hardware-efficient programming, and deeper system-level understanding through TDD, STL algorithms, and Win32 fundamentals.

  • Updated Oct 27, 2025
  • C++

Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.

  • Updated Oct 27, 2025
  • C++

An iterative Game Design 1 prototype — The Rotator (theme: Villain). Unreal Engine prototype exploring periodic environment rotation (every 5–15s); archived for learning, playtesting notes and a packaged Windows release.

  • Updated Oct 27, 2025

A collection of Programming 2 lab projects from the second semester at Howest DAE (2023). Focused on advanced C++ concepts, OpenGL rendering, and foundational 3D programming techniques — bridging the gap between core programming and applied game technology.

  • Updated Oct 27, 2025

Template repository for the GitHub Actions lecture in the Software Engineering course at Howest DAE. Includes a minimal workflow example for CI/CD automation.

  • Updated Oct 27, 2025
  • C++

CPU-based 3D rasterizer built from scratch as part of DAE’s Graphics Programming 1 course. Implements a full software rendering pipeline — vertex transforms, clipping, rasterization, depth buffering, and PBR shading — closely mirroring the DirectX 11 pipeline.

  • Updated Oct 27, 2025
  • C++

Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.

  • Updated Oct 27, 2025
  • C++

Programming 2 final project: Ghosts 'n Goblins (1985) arcade remake. Implements the first level with OOP principles, full pixel accuracy, and optional debug mode with infinite lives and visualized sprites/physics points.

  • Updated Oct 27, 2025
  • C

Gameplay Programming course project (DAE, 2023). Focused on AI agents, decision-making, steering behaviors, and pathfinding using a custom C++ framework. Final project: Zombie Survival Game — an autonomous agent surviving through dynamic AI behavior.

  • Updated Oct 27, 2025

Prototype created for the Game Engine Fundamentals course (Howest DAE, 2024). Built in Unity using the random words rescue and sunrise — a zombie survival game where you save cats at dawn while fighting off the undead.

  • Updated Oct 27, 2025
  • C#

The third project of Graphics Programming 1 at Howest DAE (2023) — a DirectX 11 real-time renderer focused on GPU-based rendering. It builds upon the earlier raytracer and rasterizer projects, implementing physically-based shading, lighting, and efficient GPU resource management through the DirectX 11 API.

  • Updated Oct 27, 2025
  • C++

A collection of Programming 1 lab exercises from the first semester at Howest DAE (2022). Includes weekly projects built during the learning process, showcasing fundamentals of C++ programming, 2D rendering, and game framework basics.

  • Updated Oct 27, 2025

Final project for Software Engineering at Howest DAE (2024). Demonstrates modular C++ development with Lua integration, including three simple mini-games: Pong, Snake, and Breakout. Includes a single final release build.

  • Updated Oct 27, 2025
  • C++

CPU-based raytracer built in C++ for Graphics Programming 1 (Howest DAE, 2023). Implements ray–object intersections, shading, reflections, and Physically Based Rendering (PBR) to simulate realistic lighting — the foundation for later rasterization and GPU rendering projects.

  • Updated Oct 27, 2025
  • C

A collection of Programming 4 lab projects from the fourth semester at Howest DAE (2024). Focused on software and game programming patterns, modular code architecture, and advanced C++ memory and design practices — bridging the gap between academic projects and professional game development.

  • Updated Oct 27, 2025

Unreal Engine 5 first-person puzzle game created for Game Engine Fundamentals (Howest DAE, 2024). Based on the random theme words piece elimination and glimpse. Solve color-coded energy puzzles, control AIs, and survive sentries to uncover the inevitable end.

  • Updated Oct 27, 2025
  • C++

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