Projects

PicoGine (W.I.P)

This is my personal engine project, combining Win32 system programming, DirectX (11 & 12) render pipeline, CMake build system, and many others, in combination with the appropriate programming patterns.

[Work In Progress...]

Vulkan Renderer

I realized this project prior to the start of my internship in order to learn the basics of Vulkan, which I never used before. It is an implementation of the tutorial available on vulkan-tutorial.com

UE5 Animated Grass

This project shows my implementation of a simple wind animated grass system in Unreal Engine 5.

I made this system without using any wind related node in the material graph,

to dive into the math behind every part of the system and make it parametric too.

Portal Prototype

This project is a working prototype of portals in Unity. It will serve as a base for my final assignment for my course Graphics Programming 2, where I will be recreating the well known game: Portal.

Portal Framework

This is the framework implementation that will be used to recreate Portal, as the final assignment for my Graphics Programming class.

Software/Hardware Rasterizer

This project consists of two rasterizers, one running on the CPU and the other one running on the GPU using DirectX11. The goal is to make them interchangeable, by the press of a single button, with a smooth transition.

Boat floating physics and paddle movement.

This boat physics and movement was made in UE5 for a project's prototype. The goal was to have a simple system that works on any surface, while avoiding UE5 Water System plugin. I used nothing but math and physics fundamentals to tackle this problem.

Metal Slug

For the final assignment of my first-year programming course, I had to reverse engineer and recreate (part of) a game, using the given C++/SDL framework.

 I opted for Metal Slug, as it's a quite straight forward game, yet full of interesting elements.