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Dominic Benintendi

Majored in Computer Science and Electrical Engineering at Ohio University

Laser Light Show: Capstone Project

Contributors: Dominic Benintendi (Software Architecture, Game Engine), Ian Gant (Analog Design, Galvo Control), Aditya Sahi (Firmware, Communication Protocols), Drew Edmonds (Chassis Design, Power Systems)
GitHub Repository: DominicBen/LASER-LIGHT-SHOW

Introduction

In my final year at Ohio University, I worked on a senior design project that required a full-stack approach to hardware and software integration. Together with my teammates—Ian Gant, Aditya Sahi, and Drew Edmonds—we developed a laser-based game console capable of projecting vector graphics, animations, and multiple playable games using precision-controlled laser beams.

Calculator Project

Contributors: Dominic Benintendi (Parser/Lexer, System Architecture) Devin Macy (Input Handling, LCD/Keypad Logic) Colin Russell (Documentation, UI Design) AL-Husain Bani Oraba (Schematics, Requirements)
GitHub Repository: devin-macy/senior-design-calculator

Introduction

This project involved designing and implementing a fully functional four-function calculator using an Arduino Nano. The goal was to build a robust, extensible, and user-friendly device that mimicked the behavior of standard calculators while operating within microcontroller constraints. Key features included expression parsing, syntax validation, floating-point arithmetic, and input history navigation.

Player Needed: Capstone Project

Contributors:
Dominic Benintendi – Full Stack Developer (Frontend/Backend Integration, Feature Implementation)
Ben – Project Lead, UI/UX Designer (Visual Identity, Navigation Flow)
Leo – Lead UI Designer (Styling, Component Design)

Team Name: 2g2q (“Too Git to Quit”)

Introduction

Player Needed originated as a capstone project at Ohio University, designed to simplify the process of organizing and discovering local events such as pickup sports, group study sessions, and casual hangouts. Our goal was to create a mobile app that was not only functional but polished, modern, and genuinely useful for small, spontaneous community events.

Graphics Final Project

Contributors: Dominic Benintendi (Design & Implementation)
GitHub Repository: Link coming soon

Introduction

This project involved the development of a voxel-based 3D graphics engine in C++ using OpenGL. The goal was to create a first-person “duck game” experience rendered entirely with a custom engine. Through iterative development, modular design, and in-depth experimentation, the final product integrates core graphics concepts, including lighting models, texture mapping, and real-time mesh instancing.

Background and Motivation

The project was inspired by voxel-based games and the desire to understand the fundamentals of 3D rendering pipelines. Previous experience from the “Minecraft Light” assignment provided a starting point, where basic camera control and block placement were implemented. However, the initial codebase lacked modularity and scalability. This project aimed to build a clean, maintainable engine architecture with reusable components and extendable graphics features.