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Side Projects

Preview Project Description Technologies
QtMeshEditor Dec 2021 - Current I get back to this old project, recovering it from the deleted Hg repository from Bitbucket and added new features! This is a 3D Modelling tool I made to adapt models from different sources to Ogre3D skeleton/material format. C++, Qt, Ogre3D, Assimp, CMake
Clayground 2019 – Current Clayground is a Qt-based toolset that allows using C++, JavaScript, and QML to rapidly develop apps in a sandbox environment with live loading capabilities. I’m participating in the development of this tool in association with a developer from Germany who started the project C++, Qt/QML
Ludum Dare Game Jams 2019 – 2021 Some games I made since the 42th LDJam game contest, it is a competition that happens twice a year and gathers thousands of indie game developers Qt/QML, WebAssembly, Audacity, MSPaint, and Gimp
Montality 2013 – 2019 A game engine where I participated in the development team, which had up to 4 developers from different nationalities, Brazil, Germany, and India C++, Qt/QML
HardUO Jan 2012 – May 2013 A tool for helping to play Ultima Online. It allows creating macros in LUA Script for automating actions inside the game C++, Qt, LUA
QtMeshEditor Jun 2012 - Aug 2014 A 3D Modelling tool I made to adapt models from different sources to Ogre3D skeleton/material format. I also contributed to the project OgreAssimp with minor bug fixing when building in the Linux system. A French contributor from the Ogre Community made a feature for splitting up to four different camera angles. C++, Qt, Ogre3D, Assimp, CMake
Mineiro Apr 2012 A labyrinth game I made for an internal competition at the software house I worked at the time C++, SFML
Memory Game April 2012 Made for a game contest. The game generates a sequence and the player should match it. The technical challenge in this game was playing a meme video when the player matched the sequence C++, SDL, FFmpeg
Reinos Supremos May 2012 – July 201 A multiplayer RTS game – Client-Server Architecture. Team: me and another developer and two 3D Designers C++, Ogre3D, Qt, Boost::Asio, Protobuf, SQLite
HOGPrint Jul – Nov 2011 A homemade CNC, built from printer and scanners scraps and controlled from a pc software that allows LUA scripting. The photo is a grayscale horse image that was printed on polystyrene material C++, Qt, Lua, Serial, Microchip PIC16F MCU
MiM Feb – Mar 2012 A tool for doing port address translation and transferring encrypted data through the network, avoiding firewall and content filtering. The most technical challenge was decrypting Ultima Online protocol, changing the content in real-time, and encrypting it back, so the game wouldn’t notice the change C++, Qt
QtMeshGen Nov – Dec 2011 A 2D stereo image to the 3D model converter. The technical challenges were doing border/pattern recognition and creating the mesh connecting the vertices using the Delaunay triangulation algorithm. The colors were recreated by vertex coloring technique. OpenCV wasn’t used in this project C++, Qt, Ogre3D
3D Pacman Sep 2007 – Jan 2008 A remake of the classic pacman made for an indie game contest. Team: A 3D Designer, a fellow developer, and me C++, Irrlicht
Procurado Apr 2007 Draft of a car chasing game. In this game, I’ve implemented loading the 3D objects from .OBJ format and rendering them directly on OpenGL. C++, SDL, OpenGL
Metal Coelho Aug 2006 A game made for a game contest. C++, SDL
Arret Apr 2005 – Jul 2012 A MMORPG project (the first mistake of most indie developers). It is a client-server game, the project started with an idea of a 2D game and grew to 3D. C++, SDL, Boost::Asio, Ogre3D, Qt, PostgreSQL

Fernando Tonon de Rossi's Projects

Fernando Tonon de Rossi doesn’t have any public repositories yet.

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