Justin Ardini

Beat Back the Horde

The Rhythm-Time Strategy Game for Android

Beat Back the Horde is a free and open-source rhythm-time strategy game for Android. The core gameplay is based on creating units by tapping to the beat of a song. These units may be used to defend your own base or attack an enemy base. The game also features networked play over Bluetooth and many unlockable achievements. I developed this game along with five classmates at Brown University. My main roles in the project were designing and implementing the rhythmic elements and the achievement system. All of the code for the project is open-souce on Github.


Winner of Game On 2010 "Most Fun" Award

RAPT JS is a updated version of Robots Are People Too built with HTML5 and JavaScript. RAPT JS stood out among 160+ games to win "Most Fun" in Mozilla Game On 2010, an international Open Web Game competition. The game features fast-paced cooperative gameplay, and is optimized to run smoothly in modern browsers. It also includes an intuitive level editor, so anyone can sign up and share levels with friends!

I created RAPT JS with classmates Evan and Kayle. I was primarily responsible for gameplay, a role that involved porting lots of C++ code to JavaScript, fixing gameplay issues, and optimizing physics code. All of the code is open-souce on Github, so feel free to check it out!


An Intuitive 3D Modeling System

Created as a final project for the advanced graphics class CS224, B-Mesh is an implementation and extension of a paper by Zhongping Ji, Ligang Liu, and Yigang Wang entitled B-Mesh: A Fast Modelling System for Base Meshes of 3D Articulated Shapes. The B-Mesh system creates a quad mesh from a skeleton defined by user-placed spheres. I implemented this system with classmates Evan and Lance. We also implemented additional features including displacement editing and joint repositioning to demonstrate the ease of editing the generated mesh. The code for the project is all open-souce on Github.

Touch Tone Tanks

The Party Game for Everyone - No Smartphone Required!

Touch Tone Tanks is a phone-controlled party game I built with fellow students Paul and David. We presented the game in front of 800 audience members at NYTM after it won 2nd place at hackNY 2010. The game runs in a browser projected onto a big screen, and up to 26 players can call in to control a tank. Touch Tone Tanks is built entirely in Javascript and uses Twilio for phone interaction.

Real-Time Fluid Simulation

Smoothed-Particle Hydrodynamics in GLSL

As part of a group independent study on real-time graphics, I implemented a 3D fluid simulation using GLSL and OpenGL 4. The simulation supports 10000+ particles and can handle interactions between fluids with different properties. For example, a high density liquid will settle beneath a low density liquid.

My YouTube channel has a video showing the simulation in action, along with videos of some of my other OpenGL 4 experiments.

Real-Time Depth of Field

Implemented with OpenGL and GLSL

As a final project for the computer graphics course CS123, I implemented a real-time depth of field effect using a series of GLSL shaders. I also worked with a partner to procedurally generate a mountain lake with partially-reflective water. The above image shows the lake scene with a close focal range so the faraway mountains are out of focus. All of the code is available on GitHub, along with a more detailed description of the project.

Robots Are People Too

A Complex, Challenging, Exhilarating Platformer Game

Robots Are People Too (RAPT) is a 2-player cooperative platformer written by myself and three other Brown students. RAPT originated as a final project for Brown University's introductory software engineering class. It is cross-platform and includes both local and networked play, as well as a powerful but easy-to-use level editor. RAPT is written entirely in C++, relying on RakNet for networking and Google Protocol Buffers for serialization. My main roles in the project were designing and implementing enemies and levels.