JARETT GROSS DEVELOPER

ABOUT

My name is Jarett Gross and I'm a programmer from Great Neck, New York. As a junior at Washington University in St. Louis pursuing majors in both Computer Science and Math, I spend much of my time on application, game, and web development, working towards creating polished and fully-functioning products.

PROJECTS

PROCEDURAL PLANETS
PLAYSHIP
SUMMATE
TUNNEL
PROCGEN MAP
BOILER ESCAPE
ALGORITHMS
PROCEDURAL PLANETS
I created a procedural planet generator in Javascript, using WebGL and Three.js. The planets begin with the tessellation of a sphere and are then altered depending on the type of planet being generated. Planets are procedurally generated based off a seed to generate Perlin noise to alter the height, and therefore terrain type, of that part of the planet. Planets can be formed with triangles or with hexagons and pentagons.

Code (GitHub) ➜
Try it out here ➜
PLAYSHIP
I created PlayShip, a website where people can pass along games to others. The site is community-driven and free-to-use, allowing users to submit their own games and ship them to other people. The site is built from scratch, using Node.js and Express for my backend.

Check out the site here ➜
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SUMMATE
Using Unreal Engine 4's visual scripting, I created an iPhone game. Summate is a puzzle game, where the player moves a square by swiping, moving over numbers to increase or decrease a player's score in order to reach the exit. This was made solely by using visual scripting in Unreal Engine, with the gameplay and design made by me, and the art made by Joshua Gross.
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TUNNEL
Using Unity3D and C#, I created a game for PC/Mac/Linux with a team of four others. Tunnel is a multiplayer, first-person shooter where the goal is to kill the other players. The game can be played locally through a server with up to four players. The terrain of Tunnel is procedurally generated and is also deformable; players must utilize this terrain to gain an advantage over their opponents. The game also features four different character classes, a variety of weapons, and some special equipment.

Code (GitHub) ➜
Max Rooms
Square Size
PROCGEN MAP
Using JavaScript and canvas I created a procedurally generated map. Rooms are procedurally placed, each containing at least one doorway and a corridor leading to another room.

Code (GitHub) ➜
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BOILER ESCAPE
I created a water-based 2D platformer using Unity and built for HTML5. I worked with two others, Jordan Franklin who helped with level design and Mike Manfredi who created the art assets. The game focuses on the use of a particle system to move the character around and interact with the environment.

Code (GitHub) ➜
Play it on Kongregate ➜
ALGORITHMS
I implemented the following using Java: a divide and conquer closest pair of points algorithm running in time O(nlogn); a hash table that maps strings to specific positions in the table based on the hashing; Priority queue for use with Dijkstra's shortest paths algorithm; a skip list which performs insertion, deletion, and find in runtime O(logn).

In Matlab, I implemented three algorithms used in machine learning: a logistic regression algorithm that utilizes gradient descent to learn a model on data; the AdaBoost algorithm using decision stumps learned from Matlab's fitctree function as my weak learners; an algorithm for bagging decision trees to compute the out of bag error for a dataset.

Code (GitHub) ➜

CONTACT