Projects

This is the continuation of my personal engine project, combining Win32 system programming and DirectX 12 and Vulkan render pipelines. The goal is to implement modern rendering techniques and features with both APIs under a common abstraction.

This is a side project from PicoGine3 to handle shader compilation. It uses a Json-stile metadata comment at the top of the shader files to configure the shader model per file, as well as allow for multiple output from a single .hlsl file, whether it is multiple entry points or variants using keywords.

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.

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

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.

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.

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

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.

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.

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.