Year - Since 2020 and ongoing.
Context - Graphics engine made from the ground up. Passion project.
Tools - D3D12, C++, HLSL, ImGui, ImGuizmo, Assimp, and more...
Features - PBR, Image Based Lighting, ECS, HBAO+, and more.
Year - Since 2022 and ongoing.
Context - Light weight, header-only ECS based on the sparse set data structure.
Tools - dense_hash_map by Jiwan, StaticTypeInfo by TheLartians @Github
Features - O(1) Look-up/Destroy Operations, O(n) Iteration Operations, No enforced Pre-Component-registrations, and more.
Year - 2022.
Context - BTH "Big Game Project".
Tools - D3D12, Imgui, C++, Lua, Bullet Physics Engine, OpenAL.
Responsibilities - ECS, Shadow Mapping, Volumetric lighting, AI Behavior Tree, Pickup System, Spectator & Revival System and more...
Year - 2021.
Context - BTH "Small Game Project".
Tools - D3D11, Imgui, C++, HLSL, Assimp.
Responsibilities - Engine architecture, D3D11 Rendering Back End, Blinn-Phong Lighting, Omni-directional Shadow Mapping, Picking, View Frustum Culling, Bloom, Skybox, Normal Mapping
Year - 2023.
Context - BTH "Degree Project for Civil Engineers".
Tools - WebGPU, WebGL, Godot, WGSL, GLSL, emscripten.
Responsibilities - WebGPU Rasterizer backend in Godot, WGSL to GLSL porting, WebGPU asset manager, Profiling, Writing paper.